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; } } } }
//-------------------------------------------------------------------- bool CWeapon::OnActionAttack(EntityId actorId, const ActionId& actionId, int activationMode, float value) { if(!m_modifying) { if(IsTwoHand()) { COffHand * offHandWeapon = NULL; bool isOffHandSelected = false; GetOffHandInfo(this,isOffHandSelected,&offHandWeapon); if(offHandWeapon && (offHandWeapon->GetOffHandState()&(eOHS_HOLDING_GRENADE|eOHS_SWITCHING_GRENADE|eOHS_PICKING_ITEM))) return false; } if (activationMode == eAAM_OnPress) { if(PreActionAttack(true)) return true; bool isDualWield = false; CWeapon *dualWield = NULL; GetDualWieldInfo(this,isDualWield,&dualWield); if (isDualWield) { m_fire_alternation = !m_fire_alternation; m_requestedFire = true; if (m_fire_alternation || !dualWield->CanFire()) { if(!IsWeaponRaised() && CanFire()) StartFire(); else if(!dualWield->IsWeaponRaised()) dualWield->StartFire(); } else if (dualWield->CanFire()) { if(!dualWield->IsWeaponRaised() && dualWield->CanFire()) dualWield->StartFire(); else if(!IsWeaponRaised()) StartFire(); } else if(OutOfAmmo(false)) { Reload(); dualWield->Reload(); } } else { if(!m_weaponRaised) StartFire(); m_requestedFire = true; } } else if (activationMode == eAAM_OnRelease) { PreActionAttack(false); StopFire(); m_requestedFire = false; } } return true; }