Example #1
0
//------------------------------------------------------------------------
void CParachute::Close(bool drop/*=false*/)
{
    // not used any more
    return;

    CryLog("Closing Parachute..");

    if (m_actorId)
    {
        IEntity* pEnt = m_pEntitySystem->GetEntity(m_actorId);
        if (pEnt && pEnt->GetParent()->GetId() == m_canvasId)
        {
            pEnt->DetachThis();
        }
        m_actorId = 0;
    }

    CActor* pActor = GetOwnerActor();
    if (pActor)
    {
        pActor->LinkToVehicle(0);
        if (IsOpened())
        {
            if (drop)
                pActor->DropItem(GetEntity()->GetId(), 1.0f, false);
        }
    }

    m_isOpened = false;
}
Example #2
0
//------------------------------------------------------------------------
int CScriptBind_Actor::DropItem(IFunctionHandler *pH, ScriptHandle itemId)
{
	CActor *pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

	float impulse=1.0f;
	bool bydeath=false;

	if (pH->GetParamCount()>1 && pH->GetParamType(2)==svtNumber)
		pH->GetParam(2, impulse);

	if (pH->GetParamCount()>2 && pH->GetParamType(3)==svtNumber||pH->GetParamType(2)==svtBool)
		pH->GetParam(3, bydeath);

	pActor->DropItem((EntityId)itemId.n, impulse, true, bydeath);

	return pH->EndFunction();
}
Example #3
0
//------------------------------------------------------------------------
void SSleepEffect::Activate(EntityId targetId, EntityId ownerId, EntityId weaponId, const char *effect, const char *defaultEffect)
{
	CActor *pActor = (CActor *)gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(targetId);
	
	if (pActor)
	{
		IAISystem *pAISystem=gEnv->pAISystem;
		if (pAISystem)
		{
			if(IEntity* pEntity=pActor->GetEntity())
			{
				if(IAIObject* pAIObj=pEntity->GetAI())
				{
					IAISignalExtraData *pEData = pAISystem->CreateSignalExtraData();	// no leak - this will be deleted inside SendAnonymousSignal
					// try to retrieve the shooter position
					if (IEntity* pOwnerEntity = gEnv->pEntitySystem->GetEntity(ownerId))
						pEData->point = pOwnerEntity->GetWorldPos();
					else
						pEData->point = pEntity->GetWorldPos();
					IAIActor* pAIActor = pAIObj->CastToIAIActor();
					if(pAIActor)
						pAIActor->SetSignal(1,"TRANQUILIZED",0,pEData);
				}
			}
		}

		pActor->CreateScriptEvent("sleep", 0);
		pActor->GetGameObject()->SetPhysicalizationProfile(eAP_Sleep);

		// no dropping weapons for AI
		if(pActor->IsPlayer())
			pActor->DropItem(pActor->GetCurrentItemId(), 1.0f, false);

		pActor->SetSleepTimer(12.5f);
	}
}