Ejemplo n.º 1
0
void CMountedGunController::OnLeave( )
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            if(m_pMovementAction)
                {
                    m_pMovementAction->ForceFinish();
                    SAFE_RELEASE(m_pMovementAction);
                }

            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    pRecordingSystem->OnMountedGunLeave(m_pControlledPlayer);
                }

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->ForceRefreshPhysicalColliderMode();
            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CMountedGunController::OnLeave");
            pAnimatedCharacter->SetNoMovementOverride(false);

            if (gEnv->bMultiplayer || m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->DisableRigidCollider();

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            m_pControlledPlayer->GetActorParams().mountedWeaponCameraTarget.zero();
        }
}
Ejemplo n.º 2
0
void CMountedGunController::OnEnter(EntityId mountedGunId)
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            CItem* pWeapon = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunId));
            assert(pWeapon);

            IActionController* pActionController = m_pControlledPlayer->GetAnimatedCharacter()->GetActionController();
            if (pActionController && m_pMannequinParams)
                {
                    SAFE_RELEASE(m_pMovementAction);

                    m_pMovementAction = new TPlayerAction(PP_PlayerAction, m_pMannequinParams->fragmentIDs.MotionMounted);
                    m_pMovementAction->AddRef();
                    pActionController->Queue(m_pMovementAction);
                }

            //////////////////////////////////////////////////////////////////////////
            // NOTE: This should go through mannequin
            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    const SParams& pWeaponParams = pWeapon->GetParams();

                    IAnimationSet* pAnimationSet = pCharacter->GetIAnimationSet();
                    const int upAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Up].c_str());
                    const int downAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Down].c_str());

                    pRecordingSystem->OnMountedGunEnter(m_pControlledPlayer, upAnimId, downAnimId);
                }

            //////////////////////////////////////////////////////////////////////////

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CMountedGunController::OnEnter");
            pAnimatedCharacter->SetNoMovementOverride(true);

            if (gEnv->bMultiplayer)
                pAnimatedCharacter->EnableRigidCollider(0.5f);
            else if (m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->EnableRigidCollider(1.5f);

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            BATTLECHATTER(BC_WatchMyBack, m_pControlledPlayer->GetEntityId());
        }
}
Ejemplo n.º 3
0
/**
 * Turn the grabbed AnimatedCharacter on/off if necessary.  If the grabbed thing
 * has an AC, it's necessary to turn it off during the grab to prevent it from
 * interfering and messing with its Entity's transformation.
 */
void CBaseGrabHandler::DisableGrabbedAnimatedCharacter (bool enable) const
{
	CActor *pGrabbedActor = (CActor *)g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_grabStats.grabId);
	if ( ! pGrabbedActor) return;

	IAnimatedCharacter * pGrabbedAC = pGrabbedActor->GetAnimatedCharacter();
	if (pGrabbedAC)
		pGrabbedAC->SetNoMovementOverride (enable);

//	SActorStats *stats = static_cast<SActorStats*>(pGrabbedActor->GetActorStats());
//	stats->isGrabbed = enable;

	if(pGrabbedActor->IsClient())
	{
		if(SActorStats *stats = static_cast<SActorStats*>(pGrabbedActor->GetActorStats()))
			stats->isGrabbed = enable;
	}
}