void Init(IEntity &entity, const float blendTime)
	{
		m_targetTime = blendTime;
		m_lastTime   = 0.0f;
		m_invalid    = false;

		m_delta.zero();
		m_deltaRot.SetIdentity();

		IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(entity.GetId());
		m_pAnimatedCharacter = pActor ? pActor->GetAnimatedCharacter() : NULL;
	}
void CDoorPanel::NotifyScreenSharingEvent(const EDoorPanelGameObjectEvent event)
{
	if (m_screenSharingEntities.size() > 0)
	{
		const EntityId thisEntityId = GetEntityId();
		for (size_t i = 0; i < m_screenSharingEntities.size(); i++)
		{
			const EntityId entityId = m_screenSharingEntities[i];
			IEntity* pEntity = gEnv->pEntitySystem->GetEntity( entityId );
			if (pEntity)
			{
				CGameObject* pGameObject = static_cast<CGameObject*>(pEntity->GetProxy(ENTITY_PROXY_USER));
				if (pGameObject != NULL)
				{
					SGameObjectEvent goEvent( (uint32)event, eGOEF_ToExtensions, IGameObjectSystem::InvalidExtensionID, (void*)(&(thisEntityId)) );
					pGameObject->SendEvent( goEvent );
				}
			}
		}
	}
}
Example #3
0
//------------------------------------------------------------------------
void CProjectile::InitWithAI()
{
	// register with ai if needed
	//FIXME
	//make AI ignore grenades thrown by AI; needs proper/readable grenade reaction
	if (m_pAmmoParams->aiType!=AIOBJECT_NONE)
	{
		bool	isFriendlyGrenade(true);
		IEntity *pOwnerEntity = gEnv->pEntitySystem->GetEntity(m_ownerId);

		if (pOwnerEntity && pOwnerEntity->GetAI())
			isFriendlyGrenade = (pOwnerEntity->GetAI()->GetAIType()==AIOBJECT_PUPPET);

		if (!isFriendlyGrenade)
		{
			AIObjectParameters params;
			GetEntity()->RegisterInAISystem(m_pAmmoParams->aiType, params);
		}
	}
	GetGameObject()->SetAIActivation(eGOAIAM_Always);
}
Example #4
0
//------------------------------------------------------------------------
void CFreezingBeam::Hit(ray_hit &hit, const Vec3 &dir)
{
  if (gEnv->bMultiplayer)  
	  if (CActor *pActor=m_pWeapon->GetOwnerActor())
		  if (pActor && !pActor->IsClient())
			  return;
  
	IEntity *pEntity = gEnv->pEntitySystem->GetEntityFromPhysics(hit.pCollider);

	float frost = m_pShared->freezeparams.freeze_speed>0.0f?m_pShared->freezeparams.freeze_speed*m_pShared->beamparams.tick:1.0f;

	int type=hit.pCollider->GetType();
	if (pEntity && (type==PE_RIGID || type==PE_ARTICULATED || type==PE_LIVING || type==PE_WHEELEDVEHICLE || 
		(type==PE_STATIC && g_pGame->GetWeaponSystem()->GetProjectile(pEntity->GetId())))) // static projectiles are allowed to be frozen
	{
		SimpleHitInfo info(m_pWeapon->GetOwnerId(), pEntity->GetId(), m_pWeapon->GetEntityId(), 0xe);
		info.value=frost;

		g_pGame->GetGameRules()->ClientSimpleHit(info);
	}
}
void CBoundingContainer::SetupEntity()
{
	IEntity* pEntity = GetEntity();
	CRY_ASSERT(pEntity != NULL);

	IScriptTable* pScriptTable = pEntity->GetScriptTable();
	if (pScriptTable != NULL)
	{
		SmartScriptTable propertiesTable;
		if (pScriptTable->GetValue("Properties", propertiesTable))
		{
			Vec3 boundingDimensions(0.0f,0.0f,0.0f);
			propertiesTable->GetValue("DimX", boundingDimensions.x);
			propertiesTable->GetValue("DimY", boundingDimensions.y);
			propertiesTable->GetValue("DimZ", boundingDimensions.z);

			m_vBoundingMin = -boundingDimensions/2.0f;
			m_vBoundingMax = boundingDimensions/2.0f;
		}
	}
}
	virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		ICustomAction* pCustomAction = pActInfo->pGraph->GetCustomAction();

		switch ( event )
		{
		case eFE_Update:
			pActInfo->pGraph->SetRegularlyUpdated( pActInfo->myID, false );
			if ( pCustomAction )
			{
				IEntity* pTarget = pCustomAction->GetObjectEntity();
				ActivateOutput( pActInfo, 0, pTarget ? pTarget->GetId() : 0 );
			}
			break;
		case eFE_Initialize:
			pActInfo->pGraph->SetRegularlyUpdated( pActInfo->myID, false );
			break;
		case eFE_Activate:
			break;
		}
	}
CWaterPuddle* CWaterPuddleManager::FindWaterPuddle(Vec3 point)
{
	size_t numPuddles = m_waterPuddles.size();
	for (size_t i = 0; i < numPuddles; ++i)
	{
		EntityId puddle = m_waterPuddles[i].m_entityId;

		IEntity* pEntity = gEnv->pEntitySystem->GetEntity(puddle);
		if (!pEntity)
			continue;

		IGameVolumes::VolumeInfo volumeInfo;
		if (!GetVolumeInfoForEntity(puddle, &volumeInfo))
			continue;

		if (IsPointInsideVolume(pEntity->GetWorldTM(), volumeInfo, point, 0.0f))
			return m_waterPuddles[i].m_pPuddle;
	}

	return 0;
}
void CBodyDestrutibilityInstance::Update( float frameTime )
{
	if (m_mikeAttachmentEntityId && m_mikeExplodeAlphaTestFadeOutTimer > 0.0f)
	{
		m_mikeExplodeAlphaTestFadeOutTimer -= min(frameTime, m_mikeExplodeAlphaTestFadeOutTimer);

		float alphaTestValue = max(min(m_mikeExplodeAlphaTestFadeOutTimer*m_mikeExplodeAlphaTestFadeOutScale+1.0f, 1.0f), 0.0f) * m_mikeExplodeAlphaTestMax;
		IEntity* pJellyEntity = gEnv->pEntitySystem->GetEntity(m_mikeAttachmentEntityId);
		ICharacterInstance* pJellyCharacter = pJellyEntity ? pJellyEntity->GetCharacter(0) : 0;
		IMaterial* pJellyMaterial = pJellyCharacter ? pJellyCharacter->GetIMaterial() : 0;
		if (pJellyMaterial)
		{
			int numSubMaterials = pJellyMaterial->GetSubMtlCount();
			for (int i = 0; i < numSubMaterials; ++i)
			{
				IMaterial* pSubJellyMaterial = pJellyMaterial->GetSubMtl(i);
				pSubJellyMaterial->SetGetMaterialParamFloat("alpha", alphaTestValue, false);
			}
		}
	}
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CGameRules, ClRenameEntity)
{
	IEntity *pEntity = gEnv->pEntitySystem->GetEntity(params.entityId);

	if (pEntity)
	{
		string old = pEntity->GetName();
		pEntity->SetName(params.name.c_str());
		CryLogAlways("$8%s$o renamed to $8%s", old.c_str(), params.name.c_str());
		// if this was a remote player, check we're not spectating them.
		//	If we are, we need to trigger a spectator hud update for the new name
		EntityId clientId = g_pGame->GetIGameFramework()->GetClientActorId();

		if(gEnv->bMultiplayer && params.entityId != clientId)
		{
			CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
		}
	}

	return true;
}
Example #10
0
BuildingGUID CBaseManager::GetBuildingFromInterface(EntityId nEntityId, IBuildingController **ppController) const
{
	if (NULL != ppController) *ppController = NULL;

	// Get the entity
	IEntity *pEntity = gEnv->pEntitySystem->GetEntity(nEntityId);
	if (NULL == pEntity) return GUID_INVALID;
	if (false == pEntity->CheckFlags(ENTITY_FLAG_ISINTERFACE)) return GUID_INVALID;

	// Check all controllers
	for (ControllerList::const_iterator itBuilding = m_ControllerList.begin(); itBuilding != m_ControllerList.end(); itBuilding++)
	{
		if (true == itBuilding->second->HasInterface(pEntity))
		{
			// Got it
			if (NULL != ppController) *ppController = itBuilding->second;
			return itBuilding->first;
		}
	}
	return GUID_INVALID;
}
Example #11
0
//------------------------------------------------------------------------
void CVehicleViewSteer::Reset()
{
	CVehicleViewBase::Reset();

	IEntity* pEntity = m_pVehicle->GetEntity();
	assert(pEntity);
	m_position = pEntity->GetWorldTM() * m_localSpaceCameraOffset;
	Vec3 entityPos = pEntity->GetPos();
	CalcLookAt(pEntity->GetWorldTM());
	m_lastOffset           = m_position - m_lookAt;
	m_lastOffsetBeforeElev = m_lastOffset;
	m_angReturnSpeed       = 0.f;
	m_angSpeedCorrection   = 0.f;
	// Going Forwards
	m_flags &= ~m_backwardsFlags;
	m_flags |= eVCam_goingForwards | m_forwardFlags;
	m_radius = fabsf(m_localSpaceCameraOffset.y);
	m_curYaw = 0.f;
	m_lastVehVel.zero();
	m_radiusVel = 0.f;
}
Example #12
0
uint8 CAutoAimManager::GetLocalPlayerFaction() const
{
	if (m_localPlayerFaction != IFactionMap::InvalidFactionID)
	{
		return m_localPlayerFaction;
	}
	else
	{
		IEntity* pLocalPlayerEntity = gEnv->pEntitySystem->GetEntity(g_pGame->GetIGameFramework()->GetClientActorId());
		if (pLocalPlayerEntity)
		{
			IAIObject* pAIObject = pLocalPlayerEntity->GetAI();
			if (pAIObject)
			{
				m_localPlayerFaction = pAIObject->GetFactionID();
			}
		}
	}

	return m_localPlayerFaction;
}
void CDeformingBreak::PreparePlaybackForEvent( int event )
{
	m_pPhysEnt = 0;
	if (m_bes[event].itype == PHYS_FOREIGN_ID_ENTITY)
	{
		IEntity * pEnt = gEnv->pEntitySystem->GetEntity(m_bes[event].idEnt);
		if (!pEnt)
		{
			GameWarning("Unable to find entity to perform deforming break on");
			return;
		}
		pEnt->SetPosRotScale(m_bes[event].pos, m_bes[event].rot, m_bes[event].scale);
		m_pPhysEnt = pEnt->GetPhysics();
	}
	else if (m_bes[event].itype == PHYS_FOREIGN_ID_STATIC)
	{
		m_pPhysEnt = CObjectSelector::FindPhysicalEntity(m_bes[event].eventPos, m_bes[event].hash, CObjectSelector_Eps);
		if (!m_pPhysEnt)
			GameWarning("Unable to find static object to perform deforming break on");
	}
}
Example #14
0
bool Map::isReachableByWalking (const IEntity *start, const IEntity *end, int startPos, int endPos) const
{
	// check that there is nothing solid in between
	IEntity* entity = nullptr;
	trace(start, end, &entity);
	if (entity != nullptr && entity->isSolid())
		return false;

	if (startPos == -1 || endPos == -1)
		getPlatformDimensions(static_cast<int>(start->getPos().x), static_cast<int>(start->getPos().y), &startPos, &endPos);

	// if there is a start and end pos of a platform given, then let's check whether end is inside the range
	const gridCoord xStart = start->getPos().x;
	const gridCoord xEnd = end->getPos().x;
	if (xStart < xEnd) {
		// walking right
		return xEnd <= endPos;
	}
	// walking left
	return startPos <= xEnd;
}
	virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		switch (event)
		{
		case eFE_Activate:
			if (IsPortActive(pActInfo, 0))
			{
				string state = "invalid entity";
				IEntity *ent = pActInfo->pEntity;
				if(ent)
				{
					IEntityScriptProxy *pScriptProxy = (IEntityScriptProxy*)ent->GetProxy(ENTITY_PROXY_SCRIPT);
					state = "invalid script";
					if(pScriptProxy)
						state = pScriptProxy->GetState();
				}

				ActivateOutput(pActInfo, OUT_STATE, state);
			}
		}
	}
void CCheckpointSystem::OnCheckpointLoaded(SCheckpointData metaData)
{
	IEntity *pCheckpoint = gEnv->pEntitySystem->GetEntity(metaData.m_checkPointId);
	if(pCheckpoint)
	{
		//Trigger OnLoad
		IScriptTable *pScript = pCheckpoint->GetScriptTable();
		if (pScript)
		{
			HSCRIPTFUNCTION hScriptFunc(NULL);
			pScript->GetValue("Event_OnLoadCheckpoint", hScriptFunc);

			if (hScriptFunc) //this will trigger the flowgraph output
			{
				IScriptSystem *pIScriptSystem = gEnv->pScriptSystem;
				Script::Call(pIScriptSystem,hScriptFunc,pScript);
				pIScriptSystem->ReleaseFunc(hScriptFunc);
			}
		}
	}
}
Example #17
0
void CBattleEvent::Update(SEntityUpdateContext &ctx, int updateSlot)
{
	IEntity* pEntity = GetEntity();
	if(pEntity)
	{
		Matrix34 tm = pEntity->GetWorldTM();
		tm.SetTranslation(m_worldPos);
		pEntity->SetWorldTM(tm);

		if(m_numParticles > 0 && !m_pParticleEffect)
		{
			// attach the particle effect to this entity now
			m_pParticleEffect = gEnv->pParticleManager->FindEffect(g_pGameCVars->g_battleDust_effect->GetString());
			if (m_pParticleEffect)
			{
				pEntity->LoadParticleEmitter(0, m_pParticleEffect, 0, true, true);
				Matrix34 tm = IParticleEffect::ParticleLoc(Vec3(0,0,0));
				pEntity->SetSlotLocalTM(0, tm);
			}
		}

		if(m_pParticleEffect)
		{
			SEntitySlotInfo info;
			pEntity->GetSlotInfo(0, info);
			if(info.pParticleEmitter)
			{
				SpawnParams sp;
				sp.fCountScale = (float)m_numParticles/60.0f;
				info.pParticleEmitter->SetSpawnParams(sp);
			}
		}

		if(g_pGameCVars->g_battleDust_debug != 0)
		{
			if(g_pGameCVars->g_battleDust_debug >= 2)
			{
				if(m_numParticles > 0)
				{
					gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, m_numParticles, ColorF(0.0f,1.0f,0.0f,0.2f));
				}
				else
				{
					gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f));
				}
			}
			else
			{
				if(m_numParticles > 0)
				{
					gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(0.0f,1.0f,0.0f,0.2f));
				}
				else
				{
					gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f));
				}
			}
		}
	}
}
Example #18
0
void CNativeEntity::Physicalize()
{
	IEntity *pEntity = GetEntity();

	pEntity->LoadGeometry(0, "objects/tank_env_assets/scifi/yellowcrate.cgf");

	// Unphysicalize
	{
		const Ang3 oldRotation = pEntity->GetWorldAngles();
		const Quat newRotation = Quat::CreateRotationZ(oldRotation.z);
		pEntity->SetRotation(newRotation);

		SEntityPhysicalizeParams pp;
		pp.type = PE_NONE;
		pEntity->Physicalize(pp);
	}
	// ~Unphysicalize

	SEntityPhysicalizeParams pp;

	pp.type = PE_RIGID;
	pp.mass = 20;
	pp.nSlot = 0;

	pEntity->Physicalize(pp);
}
void CGameRealtimeRemoteUpdateListener::EndCameraSync()
{
	IGame *pGame = gEnv->pGame;
	if(!pGame)
		return;

	IGameFramework *pGameFramework=pGame->GetIGameFramework();								
	if(!pGameFramework)
		return;

	IViewSystem *pViewSystem=pGameFramework->GetIViewSystem();	
	if(!pViewSystem)
		return;

	IView *pView=pViewSystem->GetActiveView();
	if(!pView)
		return;

	IEntity *pEntity = gEnv->pEntitySystem->GetEntity(pView->GetLinkedId());
	if(!pEntity)
		return;

	CPlayer *pPlayer=static_cast<CPlayer *>(pGameFramework->GetClientActor());
	if (!pPlayer)
		return;

	IEntity * pPlayerEntity = pPlayer->GetEntity();
	if ( !pPlayerEntity )
		return;

#ifndef _RELEASE
	pPlayer->SetFlyMode(m_nPreviousFlyMode);
#endif
	pPlayerEntity->Hide(false);
	pViewSystem->SetOverrideCameraRotation(false,Quat::CreateRotationVDir(m_ViewDirection));
	pEntity->SetRotation(Quat::CreateRotationVDir(m_ViewDirection));
	m_bCameraSync = false;
	// reset our head-position delta on end camera sync
	m_headPositionDelta.zero();
}
//------------------------------------------------------------------------
void CVehicleActionEntityAttachment::Update(const float deltaTime)
{
	if (m_isAttached)
		return;

	IEntitySystem* pEntitySystem = gEnv->pEntitySystem;
	assert(pEntitySystem);

	IEntity* pEntity = pEntitySystem->GetEntity(m_entityId);
	if (!pEntity)
		return;

	IPhysicalEntity* pPhysEntity = pEntity->GetPhysics();
	if (!pPhysEntity)
		return;

	pe_simulation_params paramsSim;
	float gravity;
	
	if (pPhysEntity->GetParams(&paramsSim))
		gravity = abs(paramsSim.gravity.z);
	else
		gravity = 9.82f;

	pe_status_dynamics dyn;
	if (pPhysEntity->GetStatus(&dyn))
	{
		pe_action_impulse impulse;
		impulse.impulse  = Matrix33(pEntity->GetWorldTM()) * Vec3(0.0f, 0.0f, 1.0f) * g_parachuteForce * gravity;
		impulse.impulse = impulse.impulse - dyn.v;
		impulse.impulse *= dyn.mass * deltaTime;
		impulse.iSource = 3;

		pPhysEntity->Action(&impulse);
	}

	m_timer -= deltaTime;
	if (m_timer <= 0.0f || dyn.v.z >= 0.0f)
		m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_NoUpdate);
}
void CGameRealtimeRemoteUpdateListener::EndCameraSync()
{
	IGame *pGame = gEnv->pGame;
	if(!pGame)
		return;

	IGameFramework *pGameFramework=pGame->GetIGameFramework();								
	if(!pGameFramework)
		return;

	IViewSystem *pViewSystem=pGameFramework->GetIViewSystem();	
	if(!pViewSystem)
		return;

	IView *pView=pViewSystem->GetActiveView();
	if(!pView)
		return;

	IEntity *pEntity = gEnv->pEntitySystem->GetEntity(pView->GetLinkedId());
	if(!pEntity)
		return;

	IActor *pPlayer=pGameFramework->GetClientActor();
	if (!pPlayer)
		return;

	IEntity * pPlayerEntity = pPlayer->GetEntity();
	if ( !pPlayerEntity )
		return;
	
	SEntityUpdateContext ctx;
	pPlayer->Update( ctx, 0 );
	pPlayerEntity->Hide(false);
	pViewSystem->SetOverrideCameraRotation(false,Quat::CreateRotationVDir(m_ViewDirection));
	pEntity->SetRotation(Quat::CreateRotationVDir(m_ViewDirection));

	m_bCameraSync = false;
	// reset our head-position delta on end camera sync
	m_headPositionDelta.zero();
}
void CPlayerVisTable::UpdateIgnoreEntityDebug()
{
	// Output array contents
	CryWatch("==== VISTABLE: Ignore Entities ====");
	CryWatch(""); 
	const int finalIndex = m_currentNumIgnoreEntities; 
	for(int i = 0; i <= finalIndex; ++i)
	{
		const char* pEntName = "Unknown";
		IEntity* pIgnoreEntity = gEnv->pEntitySystem->GetEntity(m_globalIgnoreEntities[i].id);
		if(pIgnoreEntity)
		{
			pEntName = pIgnoreEntity->GetName(); 
		}

		CryWatch("Entity: Id < %d > , Name < %s >", m_globalIgnoreEntities[i].id, pEntName);
		CryWatch("RefCount %d", m_globalIgnoreEntities[i].refCount);

		if(m_globalIgnoreEntities[i].requesteeName.c_str())
		{
			CryWatch("Caller %s", m_globalIgnoreEntities[i].requesteeName.c_str());
		}

		CryWatch(""); 
	}
	CryWatch("==== ==== ==== ==== ==== ==== ====");

	// Test adding / removing specified ids
	if(g_pGameCVars->pl_debug_vistableAddEntityId)
	{
		AddGlobalIgnoreEntity(g_pGameCVars->pl_debug_vistableAddEntityId, "VisTable DEBUG");
		g_pGameCVars->pl_debug_vistableAddEntityId = 0; 
	}

	if(g_pGameCVars->pl_debug_vistableRemoveEntityId)
	{
		RemoveGlobalIgnoreEntity(g_pGameCVars->pl_debug_vistableRemoveEntityId);
		g_pGameCVars->pl_debug_vistableRemoveEntityId = 0; 
	}
}
bool CStickyProjectile::IsValid() const
{
	if (!IsStuck())
		return false;

	if(m_parentId == 0)
		return true;

	pe_params_part part;
	part.partid = m_stuckPartId;
	IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_parentId);
	if(pEntity)
	{
		if (pEntity->IsHidden())
		{
			return false;
		}
		if(ICharacterInstance* pCharacter = pEntity->GetCharacter(0))
		{
			if(ISkeletonPose* pSkel = pCharacter->GetISkeletonPose())
			{
				IPhysicalEntity* pSkelPhysics = pSkel->GetCharacterPhysics();
				if (pSkelPhysics)
				{
					return pSkelPhysics->GetParams(&part) != 0;
				}
			}
		}
		else
		{
			IPhysicalEntity* pPhysics = pEntity->GetPhysics();
			if (pPhysics)
			{
				return pPhysics->GetParams(&part) != 0;
			}
		}
	}

	return false;
}
Example #24
0
void Map::addEntity (int clientMask, const IEntity& entity) const
{
	const EntityAngle angle = static_cast<EntityAngle>(RadiansToDegrees(entity.getAngle()));
	const AddEntityMessage msg(entity.getID(), entity.getType(), Animation::NONE,
			entity.getSpriteID(), entity.getCol(), entity.getRow(), 1.0f, 1.0f, angle, ENTITY_ALIGN_UPPER_LEFT);
	_serviceProvider->getNetwork().sendToClients(clientMask, msg);
}
Example #25
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();
}
Example #26
0
// NOTE Dez 15, 2006: <pvl> not called ATM. Should be moved to BaseGrabHandler.
Vec3 CAnimatedGrabHandler::GetGrabIKPos(IEntity *pGrab,int limbIdx)
{
	AABB bbox;
	pGrab->GetLocalBounds(bbox);

	Vec3 grabCenter((bbox.max + bbox.min) * 0.5f);

	if (m_grabStats.limbNum<2)
	{
	}
	else
	{
		IEntity *pEnt = m_pActor->GetEntity();
		SIKLimb *pLimb = m_pActor->GetIKLimb(m_grabStats.limbId[limbIdx]);
		ICharacterInstance *pCharacter = pEnt->GetCharacter(pLimb->characterSlot);

		if (pCharacter)
		{
			Vec3 posPool[2]={grabCenter,grabCenter};
			posPool[0].x = bbox.min.x;
			posPool[1].x = bbox.max.x;

			Vec3 limbPosInLocal(pGrab->GetWorldTM().GetInverted()*(pEnt->GetSlotWorldTM(pLimb->characterSlot) * pCharacter->GetISkeletonPose()->GetAbsJointByID(pLimb->rootBoneID).t ));

			float minDist(9999.9f);
			for (int i=0;i<2;++i)
			{
				//gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(pGrab->GetWorldTM() * posPool[i], ColorB(0,255,0,100), pGrab->GetWorldTM() * limbPosInLocal, ColorB(0,255,0,100));
				float len2((posPool[i] - limbPosInLocal).len2());
				if (len2<minDist)
				{
					minDist = len2;
					grabCenter = posPool[i];
				}
			}
		}
	}

	return (pGrab->GetWorldTM() * grabCenter);
}
Example #27
0
//------------------------------------------------------------------------
void SSoundEffect::Activate(EntityId targetId, EntityId ownerId, EntityId weaponId, const char *effect, const char *defaultEffect)
{
	// TODO: make work in MP...

	IEntity* pEntity = gEnv->pEntitySystem->GetEntity(targetId);
	IEntity* pOwnerEntity = gEnv->pEntitySystem->GetEntity(ownerId);
	
	if(pEntity && gEnv->pSoundSystem && pOwnerEntity)
	{
		int		soundFlag = FLAG_SOUND_3D; 
		bool	repeating = false;
		bool	force3DSound = true;

		IEntitySoundProxy* pSoundProxy = (IEntitySoundProxy*)pOwnerEntity->GetProxy(ENTITY_PROXY_SOUND);

		if(pSoundProxy)
		{
			//Execute sound at entity position
			GameWarning("Sound effect: %s (Entity)", defaultEffect);
			pSoundProxy->PlaySound(defaultEffect, pEntity->GetWorldPos()-pOwnerEntity->GetWorldPos(),FORWARD_DIRECTION, FLAG_SOUND_DEFAULT_3D);

			// Notify AI system (TODO: Parametrize radius)
			gEnv->pAISystem->SoundEvent(pEntity->GetWorldPos(), 100.0f, AISE_GENERIC, NULL);
			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(pEntity->GetWorldPos(),0.5f,ColorB(255,0,0));
		}
	}
}
Example #28
0
bool CVTOLVehicleManager::TestEntityInVTOL( const IEntity& entity ) const
{
	AABB aabb;
	entity.GetLocalBounds(aabb);
	for(TVTOLList::const_iterator iter=m_vtolList.begin(), end=m_vtolList.end(); iter!=end; ++iter)
	{
		if(TestIsInVTOL(iter->second, aabb))
		{
			return true;
		}
	}
	return false;
}
Example #29
-1
//------------------------------------------
bool CC4Projectile::Init(IGameObject *pGameObject)
{
	bool ok = CProjectile::Init(pGameObject);

	// C4 should always be saved (unlike other projectiles)
	IEntity* pEntity = GetEntity();
	pEntity->SetFlags(pEntity->GetFlags() & ~ENTITY_FLAG_NO_SAVE);

	if(!gEnv->bServer)
	{
		CreateLight();
	}

	if(gEnv->bMultiplayer)
	{
		CGameRules *pGameRules = g_pGame->GetGameRules();
		pGameRules->RegisterTeamChangedListener(this);
		pGameRules->RegisterClientConnectionListener(this);
	}

	return ok;
}
Example #30
-19
void CPlayerRotation::ProcessLinkedState( SLinkStats& linkStats, const Quat& lastBaseQuat, const Quat& lastViewQuat )
{
	if (!linkStats.linkID)
		return;
	
	IEntity *pLinked = linkStats.GetLinked();
	if (pLinked)
	{
		//at this point m_baseQuat and m_viewQuat contain the previous frame rotation, I'm using them to calculate the delta rotation.
		m_baseQuatLinked *= lastBaseQuat.GetInverted() * m_baseQuat;
		m_viewQuatLinked *= lastViewQuat.GetInverted() * m_viewQuat;

		m_baseQuatLinked.Normalize();
		m_viewQuatLinked.Normalize();

		const Quat qLinkedRotation = pLinked->GetRotation();

		m_baseQuat = qLinkedRotation * m_baseQuatLinked;
		m_viewQuat = qLinkedRotation * m_viewQuatLinked;
	}
}