Exemple #1
0
//---------------------------------------------------------------------------------
bool CWeapon::OnActionFiremode(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if (activationMode==eAAM_OnPress)
	{
		bool isDualWield = false;
		CWeapon *dualWield = NULL;
		GetDualWieldInfo(this,isDualWield,&dualWield);

		if (isDualWield)
		{
			if(IsWeaponRaised())
				RaiseWeapon(false,true);

			if(dualWield->IsWeaponRaised())
				dualWield->RaiseWeapon(false,true);

			StartChangeFireMode();
		}
		else
		{
			if(m_weaponRaised)
				RaiseWeapon(false,true);

			StartChangeFireMode();
		}
	}

	return true;
}
Exemple #2
0
//---------------------------------------------------------
bool CWeapon::OnActionReload(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if(activationMode==eAAM_OnPress)
	{
		COffHand * offHandWeapon = NULL;
		bool isOffHandSelected = false;
		GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

		if (!IsBusy() && !m_modifying && !isOffHandSelected)
		{
			bool isDualWield = false;
			CWeapon *dualWield = NULL;
			GetDualWieldInfo(this,isDualWield,&dualWield);

			if(IsWeaponRaised() && m_fm && m_fm->CanReload())
				RaiseWeapon(false);

			Reload();

			if (isDualWield)
			{
				if(dualWield->IsWeaponRaised() && dualWield->CanReload())
					dualWield->RaiseWeapon(false);
				dualWield->Reload();
			}
		}
	}

	return true;
}
Exemple #3
0
//-------------------------------------------------------------------------
bool CWeapon::OnActionModify(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	COffHand * offHandWeapon = NULL;
	bool isOffHandSelected = false;
	GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

	if (!IsBusy() && !isOffHandSelected)
	{
		if (m_fm)
			m_fm->StopFire();

		if(m_zm && m_zm->IsZoomed())
			m_zm->StopZoom();

		if(m_weaponRaised)
			RaiseWeapon(false,true);

		if (m_modifying && !m_transitioning)
		{
			StopLayer(g_pItemStrings->modify_layer, eIPAF_Default, false);
			PlayAction(g_pItemStrings->leave_modify, 0);
			m_dofSpeed = -1.0f/((float)GetCurrentAnimationTime(eIGS_FirstPerson)/1000.0f);
			m_dofValue = 1.0f;
			m_focusValue = -1.0f;

			GetScheduler()->TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<ScheduleLayer_Leave>::Create(this), false);
			m_transitioning = true;

			SAFE_HUD_FUNC(WeaponAccessoriesInterface(false));
			m_modifying = false;

			GetGameObject()->InvokeRMI(CItem::SvRequestLeaveModify(), CItem::EmptyParams(), eRMI_ToServer);
		}
		else if (!m_modifying && !m_transitioning)
		{
			gEnv->p3DEngine->SetPostEffectParam("Dof_Active", 1.0f);
			gEnv->p3DEngine->SetPostEffectParam("Dof_FocusRange", -1.0f);
			gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMin", 0.0f);
			gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMax", 5.0f);
			gEnv->p3DEngine->SetPostEffectParam("Dof_FocusLimit", 20.0f);
			gEnv->p3DEngine->SetPostEffectParam("Dof_UseMask", 0.0f);

			PlayAction(g_pItemStrings->enter_modify, 0, false, eIPAF_Default | eIPAF_RepeatLastFrame);
			m_dofSpeed = 1.0f/((float)GetCurrentAnimationTime(eIGS_FirstPerson)/1000.0f);
			m_dofValue = 0.0f;
			m_transitioning = true;

			GetScheduler()->TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<ScheduleLayer_Enter>::Create(this), false);
			m_modifying = true;

			GetGameObject()->InvokeRMI(CItem::SvRequestEnterModify(), CItem::EmptyParams(), eRMI_ToServer);
		}
	}

	return true;
}
Exemple #4
0
//----------------------------------------------------------
bool CWeapon::OnActionZoom(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	COffHand * offHandWeapon = NULL;
	bool isOffHandSelected = false;
	GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

	if (!m_modifying && (!isOffHandSelected || (offHandWeapon->GetOffHandState()&eOHS_TRANSITIONING)))
	{
		bool isDualWield = false;
		CWeapon *dualWield = NULL;
		GetDualWieldInfo(this,isDualWield,&dualWield);

		if (!isDualWield)
		{
			if (m_fm && !m_fm->IsReloading())
			{
				if (activationMode == eAAM_OnPress)
				{
					if(!m_fm->AllowZoom())
					{
						if(IsTargetOn())
							m_fm->Cancel();
						else
							return false;
					}

					if(m_weaponRaised)
					{
						RaiseWeapon(false,true);
					}

					//Use mouse wheel for scopes with several steps/stages
					if (m_zm && m_zm->IsZoomed() && m_zm->GetMaxZoomSteps()>1)
						m_zm->StopZoom();
					else
						StartZoom(actorId,1);
				}
				else if (activationMode == eAAM_OnRelease)
				{
					if(m_zm && !m_zm->IsToggle())
						m_zm->StopZoom();
				}
			}
		}
	}

	return true;
}
Exemple #5
0
//---------------------------------------------------------------------
bool CWeapon::OnActionSpecial(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if (activationMode == eAAM_OnPress)
	{
		if(m_weaponRaised)
		{
			RaiseWeapon(false,true);
		}

		COffHand * offHandWeapon = NULL;
		bool isOffHandSelected = false;
		GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

		if (CanMeleeAttack() && (!isOffHandSelected || (offHandWeapon->GetOffHandState()&(eOHS_HOLDING_NPC|eOHS_TRANSITIONING))))
			MeleeAttack();
	}

	return true;
}
Exemple #6
0
//---------------------------------------------------------------------
bool CWeapon::OnActionSpecial(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if (activationMode == eAAM_OnPress)
	{
		if(m_weaponRaised)
			RaiseWeapon(false,true);

		CActor* pOwnerActor = GetOwnerActor();
		if (pOwnerActor && g_pGameCVars->dt_enable)
		{
			CPlayer *pPlayer = static_cast<CPlayer*>(pOwnerActor);
			pPlayer->GetNanoSuit()->Tap(eNA_Melee);
		}

		COffHand * offHandWeapon = NULL;
		bool isOffHandSelected = false;
		GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

		if (CanMeleeAttack() && (!isOffHandSelected || (offHandWeapon->GetOffHandState()&(eOHS_HOLDING_NPC|eOHS_TRANSITIONING))))
			MeleeAttack();
	}

	return true;
}