Ejemplo n.º 1
0
void CObjectActionReload::execute			()
{
	inherited::execute			();
	
	VERIFY						(m_item);
	VERIFY						(object().inventory().ActiveItem());
	VERIFY						(object().inventory().ActiveItem()->object().ID() == m_item->object().ID());
	
	CWeapon						*weapon = smart_cast<CWeapon*>(object().inventory().ActiveItem());
	VERIFY						(weapon);
	if (weapon->IsPending())
		return;
	
	if (weapon->GetAmmoElapsed()) {
		VERIFY					(weapon->GetSuitableAmmoTotal() >= weapon->GetAmmoElapsed());
		if (weapon->GetSuitableAmmoTotal() == weapon->GetAmmoElapsed())
			return;

		VERIFY					(weapon->GetAmmoMagSize() >= weapon->GetAmmoElapsed());
		if (weapon->GetAmmoMagSize() == weapon->GetAmmoElapsed())
			return;
	}

	object().inventory().Action	(kWPN_RELOAD,CMD_START);
}
Ejemplo n.º 2
0
float CPersonalWeaponTypeFunction::ffGetTheBestWeapon() 
{
	u32 dwBestWeapon = 0;
	
	if (ef_storage().non_alife().member() && ef_storage().non_alife().member_item())
		return			(float(dwfGetWeaponType()));

	if (ef_storage().non_alife().member()) {
		const CInventoryOwner *tpInventoryOwner = smart_cast<const CInventoryOwner*>(ef_storage().non_alife().member());
		if (tpInventoryOwner) {
			xr_vector<CInventorySlot>::const_iterator I = tpInventoryOwner->inventory().m_slots.begin();
			xr_vector<CInventorySlot>::const_iterator E = tpInventoryOwner->inventory().m_slots.end();
			for ( ; I != E; ++I)
				if ((*I).m_pIItem) {
					CWeapon *tpCustomWeapon = smart_cast<CWeapon*>((*I).m_pIItem);
					if (tpCustomWeapon && (tpCustomWeapon->GetSuitableAmmoTotal(true) > tpCustomWeapon->GetAmmoMagSize()/10)) {
						ef_storage().non_alife().member_item()	= tpCustomWeapon;
						u32 dwCurrentBestWeapon = dwfGetWeaponType();
						if (dwCurrentBestWeapon > dwBestWeapon)
							dwBestWeapon = dwCurrentBestWeapon;
						ef_storage().non_alife().member_item()	= 0;
					}
				}
		}	
	}
	else {
		if (!ef_storage().alife().member() || !ef_storage().alife().member()->m_tpCurrentBestWeapon)
			return(0);
		ef_storage().alife().member_item()	= ef_storage().alife().member()->m_tpCurrentBestWeapon;
		dwBestWeapon			= dwfGetWeaponType();
	}
	return(float(dwBestWeapon));
}