Exemple #1
0
//------------------------------------------------------------------------
void CWeapon::OnPickedUp(EntityId actorId, bool destroyed)
{
	BROADCAST_WEAPON_EVENT(OnPickedUp, (this, actorId, destroyed));

	CItem::OnPickedUp(actorId, destroyed);

	GetEntity()->SetFlags(GetEntity()->GetFlags() | ENTITY_FLAG_NO_PROXIMITY);
	GetEntity()->SetFlags(GetEntity()->GetFlags() & ~ENTITY_FLAG_ON_RADAR);

	if(GetISystem()->IsSerializingFile() == 1)
		return;

	CActor *pActor=GetActor(actorId);
	if (!pActor)
		return;

	if (!IsServer())
		return;

	// bonus ammo is always put in the actor's inv
	if (!m_bonusammo.empty())
	{
		for (TAmmoMap::iterator it=m_bonusammo.begin(); it!=m_bonusammo.end(); ++it)
		{
			int count=it->second;

			SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);
		}

		m_bonusammo.clear();
	}
	
	// current ammo is only added to actor's inv, if we already have this weapon
	if (destroyed && m_params.unique)
	{
		for (TAmmoMap::iterator it=m_ammo.begin(); it!=m_ammo.end(); ++it)
		{
			//Only add ammo to inventory, if not accessory ammo (accessories give ammo already)
			if(m_accessoryAmmo.find(it->first)==m_accessoryAmmo.end())
			{
				int count=it->second;

				SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);
			}
		}
	}

	if(!gEnv->bMultiplayer && !m_initialSetup.empty() && pActor->IsClient())
	{
		for (TAccessoryMap::iterator it=m_accessories.begin(); it!=m_accessories.end(); ++it)
			FixAccessories(GetAccessoryParams(it->first), true);
	}
}
void CItem::AttachAccessory(const ItemString &name, bool attach, bool noanim, bool force, bool initialSetup)
{
	if(!force && IsBusy())
		return;

	bool anim = !noanim && m_stats.fp;
	SAccessoryParams *params = GetAccessoryParams(name);

	if(!params)
		return;

	if(attach)
	{
		if(!IsAccessoryHelperFree(params->attach_helper))
			return;

		if(CItem *pAccessory = AddAccessory(name))
		{
			pAccessory->Physicalize(false, false);
			pAccessory->SetViewMode(m_stats.viewmode);

			if(!initialSetup)
				pAccessory->m_bonusAccessoryAmmo.clear();

			SetCharacterAttachment(eIGS_FirstPerson, params->attach_helper, pAccessory->GetEntity(), eIGS_FirstPerson, 0);
			SetBusy(true);

			AttachAction action(pAccessory, params);

			if(anim)
			{
				PlayAction(params->attach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<AttachAction>::Create(action), false);
			}
			else
				action.execute(this);

		}
	}
	else
	{
		if(CItem *pAccessory = GetAccessory(name))
		{
			DetachAction action(pAccessory, params);

			if(anim)
			{
				StopLayer(params->attach_layer, eIPAF_Default|eIPAF_NoBlend);
				PlayAction(params->detach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<DetachAction>::Create(action), false);
				SetBusy(true);
			}
			else
			{
				SetBusy(true);
				action.execute(this);
			}
		}
	}

	//Skip all this for the offhand
	if(GetEntity()->GetClass()!=CItem::sOffHandClass)
		FixAccessories(params, attach);

	//Attach silencer to 2nd SOCOM
	/////////////////////////////////////////////////////////////
	bool isDualWield = IsDualWieldMaster();
	CItem *dualWield = 0;

	if(isDualWield)
	{
		IItem *slave = GetDualWieldSlave();

		if(slave && slave->GetIWeapon())
			dualWield = static_cast<CItem *>(slave);
		else
			isDualWield = false;
	}

	if(isDualWield)
		dualWield->AttachAccessory(name,attach,noanim);

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

	//Luciano - send game event
	g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(GetOwner(), GameplayEvent(eGE_AttachedAccessory, name, (float)attach, (void *)GetEntityId()));

}