//-------------------------------------------------------------- void CWeaponSystem::OnGameTokenEvent( EGameTokenEvent event,IGameToken *pGameToken ) { assert(pGameToken); if(EGAMETOKEN_EVENT_CHANGE == event) { bool handled = false; if(!strcmp("weapon.effects.ice",pGameToken->GetName())) { pGameToken->GetValueAs(m_frozenEnvironment); handled = true; } else if(!strcmp("weapon.effects.wet",pGameToken->GetName())) { pGameToken->GetValueAs(m_wetEnvironment); handled = true; } if (handled) { IGameFramework* pGF = gEnv->pGame->GetIGameFramework(); IActorSystem* pAS = pGF->GetIActorSystem(); int count = pAS->GetActorCount(); if (count) { IActorIteratorPtr it = pAS->CreateActorIterator(); while (CActor* pActor = (CActor*)it->Next()) { CPlayer *pPlayer = (pActor->GetActorClass() == CPlayer::GetActorClassType()) ? static_cast<CPlayer*>(pActor) : 0; if (pPlayer && pPlayer->GetNanoSuit()) { // go through all players and turn their ice effects on/off IEntityRenderProxy* pRenderProxy = (IEntityRenderProxy*)pPlayer->GetEntity()->GetProxy(ENTITY_PROXY_RENDER); if (pRenderProxy) { uint8 mask = pRenderProxy->GetMaterialLayersMask(); uint32 blend = pRenderProxy->GetMaterialLayersBlend(); mask = IsFrozenEnvironment() ? mask|MTL_LAYER_DYNAMICFROZEN : mask&~MTL_LAYER_DYNAMICFROZEN; mask = IsWetEnvironment() ? mask|MTL_LAYER_WET : mask&~MTL_LAYER_WET; pRenderProxy->SetMaterialLayersMask(mask); pRenderProxy->SetMaterialLayersBlend(blend); if (CItem* pItem = static_cast<CItem*>(pPlayer->GetCurrentItem(true))) { pItem->FrostSync(true); pItem->WetSync(true); } if (COffHand* pOffHand = static_cast<COffHand*>(pPlayer->GetItemByClass(CItem::sOffHandClass))) { pOffHand->FrostSync(pOffHand->GetOffHandState() != eOHS_INIT_STATE); pOffHand->WetSync(pOffHand->GetOffHandState() != eOHS_INIT_STATE); } } } } } } } }
bool CPlayerInput::OnActionDebugNextActor(EntityId entityId, const ActionId& actionId, int activationMode, float value) { IActorSystem* pActorSystem = gEnv->pGame->GetIGameFramework()->GetIActorSystem(); if (pActorSystem->GetActorCount() > 1) { EntityId currentEntityId = pActorSystem->SwitchDemoSpectator(0); // Remote players should be viewed only in 3D mode with cl_cam_orbit set to 1 bool isPlayerViewed = (currentEntityId == entityId); m_pPlayer->SetThirdPerson(!isPlayerViewed); g_pGameCVars->cl_cam_orbit = isPlayerViewed ? 0 : 1; } return false; }
//------------------------------------------------------------------------ bool CGameRules::OnPromoteToServer(SHostMigrationInfo& hostMigrationInfo, uint32& state) { if (!g_pGame->GetIGameFramework()->ShouldMigrateNub(hostMigrationInfo.m_session)) { return true; } CryLogAlways("[Host Migration]: CGameRules::OnPromoteToServer() started"); // Server time will change after we migrate (change from old server time to new server time) m_gameStartedTime.SetValue(m_gameStartedTime.GetValue() - m_cachedServerTime.GetValue()); m_gameStartTime.SetValue(m_gameStartTime.GetValue() - m_cachedServerTime.GetValue()); // If this migration has reset (we're not the original anticipated host, remove any entities from the first attempt if (!m_hostMigrationCachedEntities.empty()) { HostMigrationRemoveDuplicateDynamicEntities(); } // Now we know we're the server, remove the actors for anyone we know isn't going to migrate CGameLobby *pGameLobby = g_pGame->GetGameLobby(); CRY_ASSERT(pGameLobby); if (pGameLobby) { TPlayers playersToRemove; IActorSystem *pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem(); playersToRemove.reserve(pActorSystem->GetActorCount()); IActorIteratorPtr actorIt = pActorSystem->CreateActorIterator(); IActor *pActor; while (pActor = actorIt->Next()) { if (pActor->IsPlayer()) { CRY_ASSERT(pActor->GetChannelId()); SCryMatchMakingConnectionUID conId = pGameLobby->GetConnectionUIDFromChannelID((int) pActor->GetChannelId()); if (pGameLobby->GetSessionNames().Find(conId) == SSessionNames::k_unableToFind) { CryLog(" player '%s' has not got a corresponding CGameLobby entry, removing actor", pActor->GetEntity()->GetName()); playersToRemove.push_back(pActor->GetEntityId()); } } } const int numPlayersToRemove = playersToRemove.size(); for (int i = 0; i < numPlayersToRemove; ++ i) { FakeDisconnectPlayer(playersToRemove[i]); } } for (uint32 i = 0; i < MAX_PLAYERS; ++ i) { m_migratedPlayerChannels[i] = 0; } IItemSystem *pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem(); IEntityItPtr it = gEnv->pEntitySystem->GetEntityIterator(); it->MoveFirst(); for (uint32 i = 0; i < m_hostMigrationItemMaxCount; ++ i) { m_pHostMigrationItemInfo[i].Reset(); } uint32 itemIndex = 0; IEntity *pEntity = NULL; while (pEntity = it->Next()) { IItem *pItem = pItemSystem->GetItem(pEntity->GetId()); if (pItem) { if (pItem->GetOwnerId()) { IEntity *pOwner = gEnv->pEntitySystem->GetEntity(pItem->GetOwnerId()); if (pOwner) { EntityId currentItemId = 0; IActor *pOwnerActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pOwner->GetId()); if (pOwnerActor) { IItem *pCurrentItem = pOwnerActor->GetCurrentItem(); currentItemId = pCurrentItem ? pCurrentItem->GetEntityId() : 0; } CryLog("[CG] Item '%s' is owned by '%s'", pEntity->GetName(), pOwner->GetName()); //m_pHostMigrationItemInfo[itemIndex].Set(pEntity->GetId(), pOwner->GetId(), pItem->IsUsed(), (pItem->GetEntityId() == currentItemId)); itemIndex ++; if (itemIndex >= m_hostMigrationItemMaxCount) { CRY_ASSERT(itemIndex < m_hostMigrationItemMaxCount); break; } } } } // Tell entities that we're host migrating // - Currently only used by ForbiddenArea but may well be needed for other entities later // - Currently only called on the new server, add to OnDemoteToClient if we need to use this on a client IScriptTable *pScript = pEntity->GetScriptTable(); if (pScript != NULL && pScript->GetValueType("OnHostMigration") == svtFunction) { m_pScriptSystem->BeginCall(pScript, "OnHostMigration"); m_pScriptSystem->PushFuncParam(pScript); m_pScriptSystem->PushFuncParam(true); m_pScriptSystem->EndCall(); } } // This needs initialising on the new server otherwise the respawn timer will be counting down // from uninitialised data. Likewise for the pre-round timer. ResetReviveCycleTime(); const int numRespawnParams = m_respawndata.size(); for (int i = 0; i < numRespawnParams; ++ i) { SEntityRespawnData *pData = &m_respawndata[i]; pEntity = gEnv->pEntitySystem->GetEntity(pData->m_currentEntityId); if (pEntity == NULL) { CryLog(" detected respawn entity (id=%u) is not present, scheduling for respawn", pData->m_currentEntityId); ScheduleEntityRespawn(pData->m_currentEntityId, false, g_pGameCVars->g_defaultItemRespawnTimer); } } CryLog("[Host Migration]: CGameRules::OnPromoteToServer() finished"); CCCPOINT(HostMigration_OnPromoteToServer); return true; }