void CActionItemIdle::UpdateFragmentTags() { CItem* pItem = static_cast<CItem*>(m_ownerPlayer.GetCurrentItem()); CWeapon* pWeapon = pItem ? static_cast<CWeapon*>(pItem->GetIWeapon()) : 0; const CTagDefinition* pTagDefinition = m_context->controllerDef.GetFragmentTagDef(m_fragmentID); if(pItem && pTagDefinition) { CTagState fragTags(*pTagDefinition); fragTags = m_fragTags; pItem->SetFragmentTags(fragTags); m_fragTags = fragTags.GetMask(); } if (pWeapon) { SetParam(CItem::sActionParamCRCs.zoomTransition, pWeapon->GetZoomTransition()); } }
int CScriptBind_Item::DisallowDrop(IFunctionHandler *pH) { CItem *pItem = GetItem(pH); if (pItem != NULL) { IWeapon* pWeaponInterface = pItem->GetIWeapon(); if (pWeaponInterface == NULL) { // Sorry, this is currently only implemented for weapons (trying to keep CItem 'clean'). assert(false); } else { CWeapon* pWeapon = static_cast<CWeapon*>(pWeaponInterface); pWeapon->DisallowDrop(); } } return pH->EndFunction(); }
void CLaserBeam::UpdateLaser(const CLaserBeam::SLaserUpdateDesc& laserUpdateDesc) { if(m_pLaserParams && m_laserOn) { IEntity* pLaserEntity = CreateLaserEntity(); if (pLaserEntity) { m_lastLaserUpdatePosition = laserUpdateDesc.m_laserPos; m_lastLaserUpdateDirection = laserUpdateDesc.m_laserDir; m_laserUpdateTimer += laserUpdateDesc.m_frameTime; UpdateLaserGeometry(*pLaserEntity); if(m_laserUpdateTimer < LASER_UPDATE_TIME) return; m_laserUpdateTimer = Random(0.0f, LASER_UPDATE_TIME * 0.4f); if ((laserUpdateDesc.m_ownerCloaked && !laserUpdateDesc.m_weaponZoomed) || laserUpdateDesc.m_bOwnerHidden) { pLaserEntity->Hide(true); return; } pLaserEntity->Hide(false); const float range = m_pLaserParams->laser_range[GetIndexFromGeometrySlot()]; // Use the same flags as the AI system uses for visbility. const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living; const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit); //If we did not get a result, just cancel it, we will queue a new one again RayCastRequest::Priority requestPriority = RayCastRequest::MediumPriority; if (m_queuedRayId != 0) { g_pGame->GetRayCaster().Cancel(m_queuedRayId); m_queuedRayId = 0; requestPriority = RayCastRequest::HighPriority; } IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem(); IPhysicalEntity* pSkipEntity = NULL; uint8 numSkips = 0; CItem* pItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId)); if(pItem) { if(pItem->IsAccessory()) { CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(pItem->GetParentId())); if(pParentItem) { pItem = pParentItem; } } IEntity* pOwnerEnt = 0; CWeapon* pWeapon = static_cast<CWeapon*>(pItem->GetIWeapon()); if (pWeapon && pWeapon->GetHostId() != 0) { pOwnerEnt = gEnv->pEntitySystem->GetEntity(pWeapon->GetHostId()); } else { pOwnerEnt = pItem->GetOwner(); } if(pOwnerEnt) { IPhysicalEntity* pOwnerPhysics = pOwnerEnt->GetPhysics(); if(pOwnerPhysics) { pSkipEntity = pOwnerPhysics; numSkips++; } } } m_queuedRayId = g_pGame->GetRayCaster().Queue( requestPriority, RayCastRequest(laserUpdateDesc.m_laserPos, laserUpdateDesc.m_laserDir*range, objects, flags, &pSkipEntity, numSkips), functor(*this, &CLaserBeam::OnRayCastDataReceived)); } } else if (!m_pLaserParams) { GameWarning("LASER PARAMS: Item of type CLaser is missing it's laser params!"); } }
void CHUDCrosshair::UpdateCrosshair() { IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor(); if(!pClientActor) return; int iNewFriendly = 0; if(pClientActor->GetLinkedVehicle()) { // JanM/MichaelR: // Get status from the VehicleWeapon, which raycasts considering the necessary SkipEntities (in contrast to WorldQuery) // Julien: this is now done in MP as well iNewFriendly = g_pHUD->GetVehicleInterface()->GetFriendlyFire(); } else { if(!gEnv->bMultiplayer) { CWeapon *pWeapon = g_pHUD->GetCurrentWeapon(); if(pWeapon) { iNewFriendly = pWeapon->IsWeaponLowered() && pWeapon->IsPendingFireRequest(); if(iNewFriendly && pWeapon->GetEntity()->GetClass() == CItem::sTACGunFleetClass) iNewFriendly = 0; } else{ //Two handed pickups need the red X as well CPlayer *pPlayer= static_cast<CPlayer*>(pClientActor); if(CWeapon *pOffHand = static_cast<CWeapon*>(pPlayer->GetItemByClass(CItem::sOffHandClass))) iNewFriendly = pOffHand->IsWeaponLowered(); } } else { EntityId uiCenterId = pClientActor->GetGameObject()->GetWorldQuery()->GetLookAtEntityId(); if(uiCenterId) { iNewFriendly = IsFriendlyEntity(gEnv->pEntitySystem->GetEntity(uiCenterId)); } } } // SNH: if player is carrying a claymore or mine, ask the weapon whether it is possible to place it currently // (takes into account player speed / stance / aim direction). // So 'friendly' is a bit of a misnomer here, but we want the "don't/can't fire" crosshair... if(iNewFriendly != 1 && g_pHUD) { CWeapon *pWeapon = g_pHUD->GetCurrentWeapon(); if(pWeapon) { static IEntityClass* pClaymoreClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Claymore"); static IEntityClass* pAVMineClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("AVMine"); IEntityClass* pClass = pWeapon->GetEntity()->GetClass(); if(pClass == pClaymoreClass || pClass == pAVMineClass) { if(IFireMode* pfm = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode())) { if(!pfm->IsFiring()) iNewFriendly = pWeapon->CanFire() ? 0 : 1; } } } } if(iNewFriendly != m_iFriendlyTarget) { m_iFriendlyTarget = iNewFriendly; //m_animCrossHair.Invoke("setFriendly", m_iFriendlyTarget); if(iNewFriendly) m_animFriendCross.SetVisible(true); else m_animFriendCross.SetVisible(false); } if(m_animInterActiveIcons.GetVisible()) { m_bHideUseIconTemp = false; CItem *pItem = static_cast<CItem*>(pClientActor->GetCurrentItem()); if(pItem) { IWeapon *pWeapon = pItem->GetIWeapon(); if(pWeapon) { CItem::SStats stats = pItem->GetStats(); if(stats.mounted && stats.used) m_bHideUseIconTemp = true; } } if(!m_bHideUseIconTemp) { EntityId offHandId = pClientActor->GetInventory()->GetItemByClass(CItem::sOffHandClass); IItem *pOffHandItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(offHandId); if(pOffHandItem) { COffHand *pOffHand = static_cast<COffHand*>(pOffHandItem); uint32 offHandState = pOffHand->GetOffHandState(); if(offHandState == eOHS_HOLDING_OBJECT || offHandState == eOHS_THROWING_OBJECT || offHandState == eOHS_HOLDING_NPC || offHandState == eOHS_THROWING_NPC) m_bHideUseIconTemp = true; } } } }