//------------------------------------------------------------------------
int CInventory::GetCountOfUniqueId(uint8 uniqueId) const
{
	//Skip uniqueId 0
	if(!uniqueId)
		return 0;

	IItemSystem *pItemSystem = gEnv->pGame->GetIGameFramework()->GetIItemSystem();

	int count = 0;
	TInventoryCIt end = m_stats.slots.end();
	for (TInventoryCIt it = m_stats.slots.begin(); it != end; ++it)
	{
		IItem *pItem = pItemSystem->GetItem(*it);
		if (pItem)
		{
			uint8 id = pItemSystem->GetItemUniqueId(pItem->GetEntity()->GetClass()->GetName());
			if (id==uniqueId)
				count++;
		}

	}

	TInventoryVectorEx::const_iterator endEx = m_stats.accessorySlots.end();
	for (TInventoryVectorEx::const_iterator cit = m_stats.accessorySlots.begin(); cit!=endEx; ++cit)
	{
		uint8 id = pItemSystem->GetItemUniqueId((*cit)->GetName());
		if (id==uniqueId)
			count++;
	}

	return count;
}
// RMI receiver in the server to remove all items from the inventory. changes are automatically propagated to the clients
IMPLEMENT_RMI(CInventory, SvReq_RemoveAllItems)
{
  IItemSystem* pItemSystem = CCryAction::GetCryAction()->GetIItemSystem();
  
  IItem* pItem = pItemSystem->GetItem( GetCurrentItem() );
  if (pItem) 
  {
    pItem->Select(false);
    pItemSystem->SetActorItem( GetActor(), (EntityId)0, false );
  }

	Destroy();

	if (gEnv->bMultiplayer)
	{
		TRMIInventory_Dummy Info;
		GetGameObject()->InvokeRMI( Cl_RemoveAllAmmo(), Info, eRMI_ToAllClients);
	}
	else
	{
		ResetAmmo();
	}

	return true;
}
BOOL KHeroPackage::GetBinaryDataForClient(uint16_t* pItemLen, BYTE* pbyData, size_t uMaxBufferSize)
{
    BOOL 					bResult    		= false;
    BOOL 					bRetCode   		= false;
    size_t 					uItemSize 		= 0;
    const KItemProperty* 	pcItemProperty 	= NULL;

    for (int i = eipEquipBegin; i < eipTotal; ++i)
    {
        pItemLen[i] = 0;
        IItem* pItem = GetItem(i);
        if (pItem == NULL)
            continue;

        bRetCode = pItem->GetBinaryDataForClient(&uItemSize, pbyData, uMaxBufferSize);
        KGLOG_PROCESS_ERROR(bRetCode);
        
        pItemLen[i] = (uint16_t)uItemSize;
		
        uMaxBufferSize -= uItemSize;
		pbyData += uItemSize;
    }   
	
    bResult = true;
Exit0:
    return bResult;
}
Beispiel #4
0
bool CHeavyMountedWeapon::CanUse(EntityId userId) const
{
	EntityId ownerId = m_owner.GetId();

	if (m_rippedOff)
	{
		CActor* pActor = GetActor(userId);
		if (pActor && pActor->IsSwimming())
			return false;

		if (ownerId == 0 || ownerId == userId)
			return true;
	}
	else if(IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(userId))
	{
		IItem* pItem = pActor->GetCurrentItem(false);
		if(pItem)
		{
			if(pItem->IsBusy())
			{
				return false;
			}
			if(IWeapon* pWeapon = pItem->GetIWeapon())
			{
				if(pWeapon->IsReloading())
				{
					return false;
				}
			}
		}
	}

	return BaseClass::CanUse(userId);
}
//------------------------------------------------------------------------
int CInventory::GetCountOfCategory(const char *categoryName) const
{
	IItemSystem *pItemSystem = gEnv->pGame->GetIGameFramework()->GetIItemSystem();

	int count = 0;
	TInventoryCIt end = m_stats.slots.end();
	for (TInventoryCIt it = m_stats.slots.begin(); it != end; ++it)
	{
		IItem *pItem = pItemSystem->GetItem(*it);
		if (pItem)
		{
			const char *cat = pItemSystem->GetItemCategory(pItem->GetEntity()->GetClass()->GetName());
			if (!strcmp(cat, categoryName))
				count++;
		}

	}
	TInventoryVectorEx::const_iterator endEx = m_stats.accessorySlots.end();
	for (TInventoryVectorEx::const_iterator cit = m_stats.accessorySlots.begin(); cit!=endEx; ++cit)
	{
		const char *cat = pItemSystem->GetItemCategory((*cit)->GetName());
		if (!strcmp(cat,categoryName))
			count++;
	}

	return count;
}
void CInventory::PostSerialize()
{
	for( int i=0; i<IInventory::eInventorySlot_Last; ++i )
	{
		const int itemIndex = FindItem( m_stats.slotsInfo[i].lastSelected );

		// For whatever reason we don't have this last item in the inventory,
		// so find a suitable item in the same slot.
		if( itemIndex == -1 )
		{
			const EntityId entityId = GetAnyEntityInSlot( i );

			SetLastSelectedInSlot(entityId);
		}
	}

	// Benito - This is last minute workaround to solve a strange bug:
	// If the game is saved while you had equipped a 'heavy weapon' (dynamic one, not present in the level) but this ones is holstered at the moment of save
	// when the game is loaded, the item is not restored properly, because the entity does not get a serialize call.
	// This code ensures that weapon goes back to the hands of the player, adding as many checks here as possible before doing the final call
	const bool ownerActorIsClientNotInVehicle = (m_pActor != NULL) && m_pActor->IsClient() && (m_pActor->GetLinkedVehicle() == NULL); 
	if(ownerActorIsClientNotInVehicle)
	{
		IItem* pCurrentItem = gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GetItem(m_stats.currentItemId);
		if((pCurrentItem != NULL) && (pCurrentItem->GetOwnerId() == 0))
		{
			if(pCurrentItem->CanUse(m_pActor->GetEntityId()))
			{
				m_stats.currentItemId = 0; //Reset and use it again
				pCurrentItem->Use(m_pActor->GetEntityId());
			}
		}
	}
}
Beispiel #7
0
void CAICorpse::AboutToBeRemoved()
{
	IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();

	ICharacterInstance* pCharacter = GetEntity()->GetCharacter(0);
	IAttachmentManager* pAttachmentManager = (pCharacter != NULL) ? pCharacter->GetIAttachmentManager() : NULL;

	for (uint32 i = 0; i < (uint32)m_attachedItemsInfo.size(); ++i)
	{
		AttachedItem& attachedItem = m_attachedItemsInfo[i];

		IItem* pItem = pItemSystem->GetItem( attachedItem.id );
		if((pItem != NULL) && ShouldDropOnCorpseRemoval( pItem->GetEntity()->GetClass() ))
		{
			IAttachment* pAttachment = (pAttachmentManager != NULL) ? pAttachmentManager->GetInterfaceByName( attachedItem.attachmentName.c_str() ) : NULL;
			if(pAttachment != NULL)
			{
				pAttachment->ClearBinding();
			}

			pItem->Drop( 1.0f, false, true );
			pItem->GetEntity()->SetFlags( pItem->GetEntity()->GetFlags() & ~ENTITY_FLAG_NO_SAVE );

			attachedItem.id = 0;
		}
	}
}
Beispiel #8
0
	void Serialize(SActivationInfo* pActInfo, TSerialize ser)
	{
		ser.Value("active", m_active);
		ser.Value("ammo", m_ammo);
		ser.Value("weaponId", m_weapId);

		if (ser.IsReading())
		{
			if (m_active && m_weapId != 0)
			{
				IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem();

				IItem* pItem = pItemSys->GetItem(m_weapId);

				if (!pItem || !pItem->GetIWeapon())
				{
					GameWarning("[flow] CFlowNode_WeaponListener: Serialize no item/weapon.");
					return;
				}
				IWeapon* pWeapon = pItem->GetIWeapon();
				// set weapon listener
				pWeapon->AddEventListener(this, "CFlowNode_WeaponListener");
				// CryLog("[flow] CFlowNode_WeaponListener::Serialize() successfully created on '%s'", pItem->GetEntity()->GetName());
			}
			else
			{
				Reset();
			}
		}
	}
Beispiel #9
0
//------------------------------------------------------------------------
void CGunTurret::OnTargetLocked(IEntity *pTarget)
{
	if(pTarget)
		PlayAction(g_pItemStrings->lock);

	if(IsServer())
	{
		// if this turret has others linked, notify them about acquired target
		for(IEntityLink *pLink = GetEntity()->GetEntityLinks(); pLink; pLink = pLink->next)
		{
			if(0 != strcmp(pLink->name, "TargetInfo"))
				continue;

			IItem *pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pLink->entityId);

			if(pItem)
			{
				SGameObjectEvent event(pTarget?eCGE_Turret_LockedTarget:eCGE_Turret_LostTarget, eGOEF_ToExtensions);
				event.ptr = pTarget;
				pItem->GetGameObject()->SendEvent(event);
			}
		}
	}

	if(IsClient())
	{
		m_pGameFramework->GetMusicLogic()->SetEvent(eMUSICLOGICEVENT_PLAYER_TURRET_ATTACK);
	}
}
Beispiel #10
0
EntityId CAICorpse::CloneAttachedItem( const CAICorpse::AttachedItem& attachedItem, IAttachment* pAttachment  )
{
	stack_string clonedItemName;
	clonedItemName.Format("%s_%s", GetEntity()->GetName(), attachedItem.pClass->GetName() );
	SEntitySpawnParams params;
	params.sName = clonedItemName.c_str();
	params.pClass = attachedItem.pClass;

	// Flag as 'No Save' they will be recreated during serialization if needed
	params.nFlags |= (ENTITY_FLAG_NO_SAVE);				

	IEntity *pClonedItemEntity = gEnv->pEntitySystem->SpawnEntity(params);
	assert (pClonedItemEntity != NULL);

	IItem* pClonedItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pClonedItemEntity->GetId());
	assert(pClonedItem != NULL);

	pClonedItem->Physicalize(false, false);
	pClonedItem->SetOwnerId( GetEntityId() );

	// Set properties table to null, since they'll not be used
	IScriptTable* pClonedItemEntityScript = pClonedItemEntity->GetScriptTable();
	if (pClonedItemEntityScript != NULL)
	{
		pClonedItemEntity->GetScriptTable()->SetToNull("Properties");
	}

	// Swap attachments
	CEntityAttachment* pEntityAttachement = new CEntityAttachment();
	pEntityAttachement->SetEntityId( pClonedItemEntity->GetId() );

	pAttachment->AddBinding( pEntityAttachement );

	return pClonedItemEntity->GetId();
}
//------------------------------------------------------------------------
void CInventory::HolsterItem(bool holster)
{
	//CryLogAlways("%s::HolsterItem(%s)", GetEntity()->GetName(), holster?"true":"false");

	if (!holster)
	{
		if (m_stats.holsteredItemId)
		{
			IItem* pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.holsteredItemId);

			if(pItem && pItem->CanSelect())
			{
				m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), m_stats.holsteredItemId, false);
			}
			else 
			{
				m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), GetLastItem(), false);
			}
		}

		m_stats.holsteredItemId = 0;
	}
	else if (m_stats.currentItemId && (!m_stats.holsteredItemId || m_stats.holsteredItemId == m_stats.currentItemId))
	{
		m_stats.holsteredItemId = m_stats.currentItemId;
		m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), (EntityId)0, false);
	}
}
//---------------------------------------------
CWeapon* CLaser::GetWeapon() const
{
	IItem* pParentItem = m_pItemSystem->GetItem(GetParentId());
	if(pParentItem == NULL)
		return 0;
	CWeapon* pParentWeapon = static_cast<CWeapon*>(pParentItem->GetIWeapon());
	return pParentWeapon;
}
Beispiel #13
0
bool CBitmapUi::CanDrawCrosshair() const
{
	assert( m_pGameFramework != NULL );

	if ( ! g_pGameCVars->g_show_crosshair )
	{
		return false;
	}

	IActor* pPlayer = m_pGameFramework->GetClientActor();
	if ( pPlayer == NULL )
	{
		return false;
	}

	bool isPlayerDead = pPlayer->IsDead();
	if ( isPlayerDead )
	{
		return false;
	}

	bool thirdPersonMode = pPlayer->IsThirdPerson();
	bool crosshairEnabledInThirdPerson = ( g_pGameCVars->g_show_crosshair_tp != 0 );
	if ( thirdPersonMode && ! crosshairEnabledInThirdPerson )
	{
		return false;
	}

	IItem* pItem = pPlayer->GetCurrentItem();
	if ( pItem == NULL )
	{
		return false;
	}

	IWeapon* pWeapon = pItem->GetIWeapon();
	if ( pWeapon == NULL )
	{
		return false;
	}

	bool carryingMeleeWeapon = pWeapon->CanMeleeAttack();
	if ( carryingMeleeWeapon )
	{
		return false;
	}

	bool isWeaponZoomed = pWeapon->IsZoomed();
	bool usingWeaponSightForAiming = ( ! thirdPersonMode && isWeaponZoomed );		
	if ( usingWeaponSightForAiming )
	{
		return false;
	}

	return true;
}
void CPlayerEntityInteraction::ReleaseHeavyWeapon(CPlayer* pPlayer)
{
	IItem* pCurrentItem = pPlayer->GetCurrentItem();
	if (pCurrentItem && PlayerCanInteract(pPlayer))
	{
		EntityId heavyWeaponEntity = pCurrentItem->GetEntityId();
		CallEntityScriptMethod(
			heavyWeaponEntity, "OnUsed",
			pPlayer, 0);
	}
}
Beispiel #15
0
CWeapon* CFlashLight::GetWeapon() const
{
	IItem* pParentItem = m_pItemSystem->GetItem(GetParentId());

	if (pParentItem == NULL)
	{
		return 0;
	}

	CWeapon* pParentWeapon = static_cast<CWeapon*>(pParentItem->GetIWeapon());
	return pParentWeapon;
}
CWeapon* CCinematicInput::GetWeapon(const CCinematicInput::Weapon& weaponClass) const
{
	assert( (weaponClass >= 0) && (weaponClass < eWeapon_ClassCount) );

	if (m_weapons[weaponClass].m_weaponId != 0)
	{
		IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(m_weapons[weaponClass].m_weaponId);
		return (pItem != NULL) ? static_cast<CWeapon*>(pItem->GetIWeapon()) : NULL;
	}

	return NULL;
}
void CFlowItemAction::Update(SActivationInfo* pActInfo)
{
	m_timerCountDown -= gEnv->pTimer->GetFrameTime();
	if (m_timerCountDown > 0.0f)
		return;

	IItem* pItem = GetItem(pActInfo);
	if (pItem)
		pItem->SetBusy(false);

	pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
	ActivateOutput(pActInfo, IAO_Done, true);
}
Beispiel #18
0
//---------------------------------------
void CMiscAnnouncer::RemoveWeaponListener(EntityId weaponId)
{
	DbgLog("CMiscAnnouncer::RemoveWeaponListener() weapon=%s", g_pGame->GetGameRules()->GetEntityName(weaponId));

	IItem* pItem = gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GetItem(weaponId);
	if(pItem)
	{
		IWeapon *pWeapon = pItem->GetIWeapon();
		if(pWeapon)
		{
			pWeapon->RemoveEventListener(this);
		}
	}
}
Beispiel #19
0
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{ 
		switch (event)
		{
		case (eFE_Activate):
			{
				if (!IsPortActive(pActInfo, 0))
					return;

				IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem();

				// get actor
				IActor* pActor = CCryAction::GetCryAction()->GetClientActor();
				if (!pActor) 
					return;

				IInventory *pInventory = pActor->GetInventory();
				if (!pInventory)
					return;

				IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(GetPortString(pActInfo,1));
				IItem* pItem = pItemSys->GetItem(pInventory->GetItemByClass(pClass));
				if (!pItem || !pItem->GetIWeapon())
				{
					pItem = pActor->GetCurrentItem();
					if (!pItem || pItem->GetEntity()->GetClass() != pClass || !pItem->GetIWeapon())
					{
						GameWarning("[flow] CFlowNode_WeaponAmmo: No item/weapon %s!", GetPortString(pActInfo,1).c_str());
						return;
					}
				}
				IWeapon *pWeapon = pItem->GetIWeapon();
				const string& ammoType = GetPortString(pActInfo,2);
				IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType.c_str());
				CRY_ASSERT(pAmmoClass);
				IFireMode* pCurrentFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
				if (pCurrentFireMode)
				{
					int clipSize = pCurrentFireMode->GetClipSize();
					int ammo = pWeapon->GetAmmoCount(pAmmoClass) + GetPortInt(pActInfo,3);
					ammo = CLAMP(ammo, 0, clipSize);
					pWeapon->SetAmmoCount(pAmmoClass, ammo);
				}

				ActivateOutput(pActInfo, 0, pWeapon->GetAmmoCount(pAmmoClass));
			}
			break;
		}
	}
Beispiel #20
0
//------------------------------------------------------------------------
void CItem::ResetDualWield()
{
	if (m_dualWieldSlaveId)
	{
		IItem *pSlave = GetDualWieldSlave();
		if (pSlave)
			pSlave->ResetDualWield();
	}

	SetActionSuffix("");

	EnableSelect(true);
	m_dualWieldSlaveId = 0;
	m_dualWieldMasterId = 0;
}
QVariant ButtonsDefinitionExtension::data(const QModelIndex& index, int role) const
{
	ItemRole::Id roleId;
	if (!decodeRole(role, roleId))
	{
		return QVariant();
	}

	TF_ASSERT(index.isValid());
	IItem* item = reinterpret_cast<IItem*>(index.internalPointer());
	if (item == nullptr || roleId != buttonsDefinitionRole::roleId_)
	{
		return QVariant();
	}

	return get<IQtHelpers>()->toQVariant(item->getData(index.column(), roleId), nullptr);
}
Beispiel #22
0
//------------------------------------------------------------------------
CWeapon *CScriptBind_Weapon::GetWeapon(IFunctionHandler *pH)
{
	void *pThis = pH->GetThis();

	if (pThis)
	{
		IItem *pItem = m_pGameFW->GetIItemSystem()->GetItem((EntityId)(UINT_PTR)pThis);
		if (pItem)
		{
			IWeapon *pWeapon=pItem->GetIWeapon();
			if (pWeapon)
				return static_cast<CWeapon *>(pWeapon);
		}
	}

	return 0;
}
//----------------------------------------------
void CC4Detonator::SelectC4()
{
	if (CActor *pOwner = GetOwnerActor())
	{
		EntityId c4Id = pOwner->GetInventory()->GetItemByClass(CItem::sC4Class);

		if (c4Id)
		{
			//Do not reselect C4 is there's no ammo
			IItem *pItem = m_pItemSystem->GetItem(c4Id);
			CWeapon *pWep = pItem ? static_cast<CWeapon *>(pItem->GetIWeapon()) : NULL;

			if(pWep && pWep->OutOfAmmo(false))
			{
				return;
			}

			pOwner->SelectItemByName("C4", false);
		}
	}
}
// RMI receiver in the server to remove an item from the inventory. change is automatically propagated to the clients
IMPLEMENT_RMI(CInventory, SvReq_RemoveItem)
{
	TRMIInventory_Item Info(params);
	
  IItemSystem* pItemSystem = CCryAction::GetCryAction()->GetIItemSystem();
  
	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass( Info.m_ItemClass.c_str());
	if (pClass)
	{
    IItem* pItem = pItemSystem->GetItem( GetItemByClass( pClass ) );
    if (pItem && pItem->GetEntityId()==GetCurrentItem()) 
    {
      pItem->Select(false);
      pItemSystem->SetActorItem( GetActor(), (EntityId)0, false );
    }

    if (pItem)
      gEnv->pEntitySystem->RemoveEntity( pItem->GetEntityId() );
  }
	return true;
}
//------------------------------------------------------------------------
void CInventory::Destroy()
{
  //
  //CryLog("%s::CInventory::Destroy()",GetEntity()->GetName());
  //
	if(!GetISystem()->IsSerializingFile())
	{
		IEntitySystem *pEntitySystem = gEnv->pEntitySystem;
		IItemSystem *pItemSystem = gEnv->pGame->GetIGameFramework()->GetIItemSystem();

		TInventoryVector deleteList = m_stats.slots;
		for (TInventoryIt it = deleteList.begin(); it != deleteList.end(); ++it)
		{
			EntityId entityId = *it;

			IItem *pItem = pItemSystem->GetItem(entityId);
			if (pItem)
			{
				RemoveItemFromCategorySlot(pItem->GetEntityId());
				pItem->RemoveOwnerAttachedAccessories();
				pItem->AttachToHand(false);
				pItem->AttachToBack(false);
				pItem->SetOwnerId(0);
			}

			pEntitySystem->RemoveEntity(entityId);
		}
	}

	Clear();
}
Beispiel #26
0
void PlayerUnit::collideJudge(){
	std::pair<ObjectMap::iterator, ObjectMap::iterator> itPair = ObjectMng.getRange(ENEMY);

	while(itPair.first != itPair.second){
		IEnemy* ptr = dynamic_cast<IEnemy*>(itPair.first->second);

		if(ptr && ptr->isCollision() && Collision::collision(this, ptr)){
			hitAction(ptr);
		}

		++itPair.first;
	}

	itPair = ObjectMng.getRange(ENEMY_BULLET);

	while(itPair.first != itPair.second){
		IEnemyBullet* ptr = dynamic_cast<IEnemyBullet*>(itPair.first->second);

		if(ptr && ptr->isCollision() && Collision::collision(this, ptr)){
			hitAction(ptr);
			ptr->hitAction(this);
		}

		++itPair.first;
	}

	itPair = ObjectMng.getRange(ITEM);

	while(itPair.first != itPair.second){
		IItem* ptr = dynamic_cast<IItem*>(itPair.first->second);

		if(ptr && ptr->isCollision() && Collision::collision(this, ptr)){
			ptr->hitAction(this);
		}

		++itPair.first;
	}
}
BOOL KHeroPackage::UnApplyEquip(KHero* pHero)
{
    BOOL    bResult     = false;
    BOOL    bRetCode    = false;
    const KItemProperty* pcItemProperty = NULL;

    for (int i = eipEquipBegin; i < eipTotal; ++i)
    {
        IItem* pItem = GetItem(i);
        if (pItem == NULL)
            continue;
        
        pcItemProperty = pItem->GetProperty();
        KGLOG_PROCESS_ERROR(pcItemProperty);

        pHero->UnApplyAttribute(pcItemProperty->pBaseAttr);
        pHero->UnApplyAttribute(pcItemProperty->pExtAttr);
    }    

    bResult = true;
Exit0:
    return bResult;
}
Beispiel #28
0
//------------------------------------------------------
void CWeapon::ForcePendingActions(uint8 blockedActions)
{
	CItem::ForcePendingActions(blockedActions);

	CActor* pOwner = GetOwnerActor();
	if(!pOwner || !pOwner->IsClient())
		return;

	//Force start firing, if needed and possible
	if(m_requestedFire)
	{
		if(!IsDualWield() && !IsWeaponRaised())
		{
			m_requestedFire = false;
			OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
		}
		else if(IsDualWield() && IsDualWieldMaster())
		{
			IItem *slave = GetDualWieldSlave();
			if(!IsWeaponRaised())
			{
				m_requestedFire = false;
				OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
			}
			else if(slave && slave->GetIWeapon())
			{
				CWeapon* dualwield = static_cast<CWeapon*>(slave);
				if(!dualwield->IsWeaponRaised())
				{
					m_requestedFire = false;
					OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
				}
			}
		}
	}
}
void CFlowItemAction::Activate(SActivationInfo* pActInfo)
{
	IItem* pItem = GetItem(pActInfo);
	if (!pItem)
		return;

	CItem* pItemImpl = static_cast<CItem*>(pItem);
	bool busy = GetPortBool(pActInfo, IAI_Busy);
	bool loop = GetPortBool(pActInfo, IAI_Loop);
	const string& actionName = GetPortString(pActInfo, IAI_Action);

	FragmentID fragID = pItemImpl->GetFragmentID(actionName);
	pItemImpl->PlayAction(fragID, 0, loop);

	if (busy)
	{
		pItem->SetBusy(true);
	}
	if (busy || !loop)
	{
		uint ownerAnimationtime = pItemImpl->GetCurrentAnimationTime(eIGS_Owner);
		StartDoneCountDown(pActInfo, ownerAnimationtime / (float)1000.0f);
	}
}
//////////////////////////////////////////////////////////////////////////
// IsMountedWeaponUsableWithTarget
// A piece of game-code moved from CryAction when scriptbind_AI moved to the AI system
//////////////////////////////////////////////////////////////////////////
int CScriptBind_Game::IsMountedWeaponUsableWithTarget(IFunctionHandler *pH)
{
	int paramCount = pH->GetParamCount();
	if(paramCount<2)
	{
		GameWarning("%s: too few parameters.", __FUNCTION__);
		return pH->EndFunction();
	}

	GET_ENTITY(1);

	if(!pEntity)
	{
		GameWarning("%s: wrong entity id in parameter 1.", __FUNCTION__);
		return pH->EndFunction();
	}

	IAIObject* pAI = pEntity->GetAI();
	if (!pAI)
	{
		GameWarning("%s: Entity '%s' does not have AI.",__FUNCTION__,  pEntity->GetName());
		return pH->EndFunction();
	}

	EntityId itemEntityId;
	ScriptHandle hdl2;

	if(!pH->GetParam(2,hdl2))
	{
		GameWarning("%s: wrong parameter 2 format.", __FUNCTION__);
		return pH->EndFunction();
	}

	itemEntityId = (EntityId)hdl2.n;

	if (!itemEntityId)
	{
		GameWarning("%s: wrong entity id in parameter 2.", __FUNCTION__);
		return pH->EndFunction();
	}
	
	IGameFramework *pGameFramework = gEnv->pGame->GetIGameFramework();
	IItem* pItem = pGameFramework->GetIItemSystem()->GetItem(itemEntityId);
	if (!pItem)
	{
		//gEnv->pAISystem->Warning("<CScriptBind> ", "entity in parameter 2 is not an item/weapon");
		GameWarning("%s: entity in parameter 2 is not an item/weapon.", __FUNCTION__);
		return pH->EndFunction();
	}

	float minDist = 7;
	bool bSkipTargetCheck = false;
	Vec3 targetPos(ZERO);

	if(paramCount > 2)
	{
		for(int i=3;i <= paramCount ; i++)
		{
			if(pH->GetParamType(i) == svtBool)
				pH->GetParam(i,bSkipTargetCheck);
			else if(pH->GetParamType(i) == svtNumber)
				pH->GetParam(i,minDist);
			else if(pH->GetParamType(i) == svtObject)
				pH->GetParam(i,targetPos);
		}
	}

	IAIActor* pAIActor = CastToIAIActorSafe(pAI);
	if (!pAIActor)
	{
		GameWarning("%s: entity '%s' in parameter 1 is not an AI actor.", __FUNCTION__, pEntity->GetName());
		return pH->EndFunction();
	}


	IEntity* pItemEntity = pItem->GetEntity();
	if(!pItemEntity)
		return pH->EndFunction();


	if(!pItem->GetOwnerId())
	{
		// weapon is not used, check if it is on a vehicle
		IEntity* pParentEntity = pItemEntity->GetParent();
		if(pParentEntity)
		{
			IAIObject* pParentAI = pParentEntity->GetAI();
			if(pParentAI && pParentAI->GetAIType()==AIOBJECT_VEHICLE)
			{
				// (MATT) Feature was cut and code was tricky, hence ignore weapons in vehicles  {2008/02/15:11:08:51}
				return pH->EndFunction();
			}
		}
	}
	else if( pItem->GetOwnerId()!= pEntity->GetId()) // item is used by someone else?
		return pH->EndFunction(false);

	// check target
	if(bSkipTargetCheck)
		return pH->EndFunction(true);

	IAIObject* pTarget = pAIActor->GetAttentionTarget();
	if(targetPos.IsZero())
	{
		if(!pTarget)
			return pH->EndFunction();
		targetPos = pTarget->GetPos();
	}

	Vec3 targetDir(targetPos - pItemEntity->GetWorldPos());
	Vec3 targetDirXY(targetDir.x, targetDir.y, 0);

	float length2D = targetDirXY.GetLength();
	if(length2D < minDist || length2D<=0)
		return pH->EndFunction();

	targetDirXY /= length2D;//normalize

	IWeapon* pWeapon = pItem->GetIWeapon(); 
	bool vehicleGun = pWeapon && pWeapon->GetHostId();

	if (!vehicleGun)
	{
		Vec3 mountedAngleLimits(pItem->GetMountedAngleLimits());

		float yawRange = DEG2RAD(mountedAngleLimits.z);
		if(yawRange > 0 && yawRange < gf_PI)
		{
			float deltaYaw = pItem->GetMountedDir().Dot(targetDirXY);
			if(deltaYaw < cosf(yawRange))
				return pH->EndFunction(false);
		}

		float minPitch = DEG2RAD(mountedAngleLimits.x);
		float maxPitch = DEG2RAD(mountedAngleLimits.y);

		//maxPitch = (maxPitch - minPitch)/2;
		//minPitch = -maxPitch;

		float pitch = atanf(targetDir.z / length2D);

		if ( pitch < minPitch || pitch > maxPitch )
			return pH->EndFunction(false);
	}

	if(pTarget)
	{
		IEntity* pTargetEntity = pTarget->GetEntity();
		if(pTargetEntity)
		{
			// check target distance and where he's going
			IPhysicalEntity *phys = pTargetEntity->GetPhysics();
			if(phys)
			{
				pe_status_dynamics	dyn;
				phys->GetStatus(&dyn);
				Vec3 velocity ( dyn.v);
				velocity.z = 0;

				float speed = velocity.GetLength2D();
				if(speed>0)
				{
					//velocity /= speed;
					if(length2D< minDist * 0.75f && velocity.Dot(targetDirXY)<=0)
						return pH->EndFunction(false);
				}
			}
		}
	}
	return pH->EndFunction(true);

}