void CCustomDetector::OnStateSwitch(u32 S)
{
	inherited::OnStateSwitch(S);

	switch(S)
	{
	case eShowing:
		{
			g_player_hud->attach_item	(this);
			m_sounds.PlaySound			("sndShow", Fvector().set(0,0,0), this, true, false);
			PlayHUDMotion				(m_bFastAnimMode?"anm_show_fast":"anm_show", TRUE, this, GetState());
			SetPending					(TRUE);
		}break;
	case eHiding:
		{
			m_sounds.PlaySound			("sndHide", Fvector().set(0,0,0), this, true, false);
			PlayHUDMotion				(m_bFastAnimMode?"anm_hide_fast":"anm_hide", TRUE, this, GetState());
			SetPending					(TRUE);
		}break;
	case eIdle:
		{
			PlayAnimIdle				();
			SetPending					(FALSE);
		}break;
}
}
Esempio n. 2
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void  CWeaponMagazinedWGrenade::PlayAnimModeSwitch()
{
	if(m_bGrenadeMode)
		PlayHUDMotion("anm_switch_g" , FALSE, this, eSwitch);
	else 
		PlayHUDMotion("anm_switch" , FALSE, this, eSwitch);
}
Esempio n. 3
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void CWeaponMagazinedWGrenade::PlayAnimIdle()
{
	if(IsGrenadeLauncherAttached())
	{
		if(IsZoomed())
		{
			if(m_bGrenadeMode)
				PlayHUDMotion("anm_idle_g_aim", FALSE, NULL, GetState());
			else
				PlayHUDMotion("anm_idle_w_gl_aim", TRUE, NULL, GetState());
		}else
		{
			int act_state = 0;
			CActor* pActor = smart_cast<CActor*>(H_Parent());
			if(pActor)
			{
				CEntity::SEntityState st;
				pActor->g_State(st);
				if(st.bSprint)
				{
					act_state = 1;
					PlayHUDMotion("anm_idle_sprint", TRUE, NULL,GetState());
				}else
				if(pActor->AnyMove())
				{
					act_state = 2;
					PlayHUDMotion("anm_idle_moving", TRUE, NULL, GetState());
				}
			}

			if(m_bGrenadeMode)
			{
				if(act_state==0)
					PlayHUDMotion("anm_idle_g", FALSE, NULL, GetState());
				else
				if(act_state==1)
					PlayHUDMotion("anm_idle_sprint_g", TRUE, NULL,GetState());
				else
				if(act_state==2)
					PlayHUDMotion("anm_idle_moving_g", TRUE, NULL,GetState());

			}else
			{
				if(act_state==0)
					PlayHUDMotion("anm_idle_w_gl", FALSE, NULL, GetState());
				else
				if(act_state==1)
					PlayHUDMotion("anm_idle_sprint_w_gl", TRUE, NULL,GetState());
				else
				if(act_state==2)
					PlayHUDMotion("anm_idle_moving_w_gl", TRUE, NULL,GetState());
			}
		
		}
	}
	else
		inherited::PlayAnimIdle();
}
Esempio n. 4
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void CWeaponPistol::PlayAnimReload()
{	
	VERIFY(GetState()==eReload);
	if(iAmmoElapsed==0)
	{
		PlayHUDMotion("anm_reload_empty", TRUE, this, GetState());
	}else{
		PlayHUDMotion("anm_reload", TRUE, this, GetState());
	}
}
Esempio n. 5
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void CWeaponBM16::PlayAnimReload()
{
	bool b_both = HaveCartridgeInInventory(2);

	VERIFY(GetState()==eReload);
	if(m_magazine.size()==1 || !b_both)
		PlayHUDMotion("anm_reload_1",TRUE,this,GetState());
	else
		PlayHUDMotion("anm_reload_2",TRUE,this,GetState());
}
Esempio n. 6
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void CWeaponKnife::switch2_Attacking	(u32 state)
{
	if(IsPending())	return;

	if(state==eFire)
		PlayHUDMotion("anm_attack",		FALSE, this, state);
	else //eFire2
		PlayHUDMotion("anm_attack2",	FALSE, this, state);

	SetPending			(TRUE);
}
Esempio n. 7
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void CWeaponMagazinedWGrenade::PlayAnimBore()
{
	if(IsGrenadeLauncherAttached())
	{
		if(m_bGrenadeMode)
			PlayHUDMotion	("anm_bore_g", TRUE, this, GetState());
		else
			PlayHUDMotion	("anm_bore_w_gl", TRUE, this, GetState());
	}else
		inherited::PlayAnimBore();
}
Esempio n. 8
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void CWeaponBM16::PlayAnimShoot()
{
	switch( m_magazine.size() )
	{
	case 1:
		PlayHUDMotion("anm_shot_1",FALSE,this,GetState());
		break;
	case 2:
		PlayHUDMotion("anm_shot_2",FALSE,this,GetState());
		break;
	}
}
Esempio n. 9
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void CWeaponPistol::PlayAnimShoot	()
{
	VERIFY(GetState()==eFire);
	if(iAmmoElapsed > 1) 
	{
		PlayHUDMotion("anm_shots" , FALSE, this, GetState());
	}
	else 
	{
		PlayHUDMotion("anm_shot_l", FALSE, this, GetState()); 
	}
}
Esempio n. 10
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//виртуальные функции для проигрывания анимации HUD
void CWeaponMagazinedWGrenade::PlayAnimShow()
{
	VERIFY(GetState()==eShowing);
	if(IsGrenadeLauncherAttached())
	{
		if(!m_bGrenadeMode)
			PlayHUDMotion("anm_show_w_gl", FALSE, this, GetState());
		else
			PlayHUDMotion("anm_show_g", FALSE, this, GetState());
	}	
	else
		PlayHUDMotion("anm_show", FALSE, this, GetState());
}
Esempio n. 11
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void CWeaponMagazinedWGrenade::PlayAnimHide()
{
	VERIFY(GetState()==eHiding);
	
	if(IsGrenadeLauncherAttached())
		if(!m_bGrenadeMode)
			PlayHUDMotion("anm_hide_w_gl", TRUE, this, GetState());
		else
			PlayHUDMotion("anm_hide_g", TRUE, this, GetState());

	else
		PlayHUDMotion("anm_hide", TRUE, this, GetState());
}
Esempio n. 12
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void CWeaponBM16::PlayAnimBore()
{
	switch( m_magazine.size() )
	{
	case 0:
		PlayHUDMotion("anm_bore_0",TRUE,this,GetState());
		break;
	case 1:
		PlayHUDMotion("anm_bore_1",TRUE,this,GetState());
		break;
	case 2:
		PlayHUDMotion("anm_bore_2",TRUE,this,GetState());
		break;
	}
}
Esempio n. 13
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void  CWeaponBM16::PlayAnimIdleMoving()
{
	switch( m_magazine.size() )
	{
	case 0:
		PlayHUDMotion("anm_idle_moving_0",TRUE,this,GetState());
		break;
	case 1:
		PlayHUDMotion("anm_idle_moving_1",TRUE,this,GetState());
		break;
	case 2:
		PlayHUDMotion("anm_idle_moving_2",TRUE,this,GetState());
		break;
	}
}
Esempio n. 14
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void CWeaponMagazinedWGrenade::PlayAnimShoot()
{
	if(m_bGrenadeMode)
	{
		PlayHUDMotion("anm_shots_g" ,FALSE, this, eFire);
	}
	else
	{
		VERIFY(GetState()==eFire);
		if(IsGrenadeLauncherAttached())
			PlayHUDMotion("anm_shots_w_gl" ,FALSE, this, GetState());
		else
			inherited::PlayAnimShoot();
	}
}
Esempio n. 15
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void CWeaponPistol::PlayAnimBore()
{
	if(iAmmoElapsed==0)
		PlayHUDMotion	("anm_bore_empty", TRUE, this, GetState());
	else
		inherited::PlayAnimBore();
}
Esempio n. 16
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void CWeaponPistol::PlayAnimAim()
{
	if(iAmmoElapsed==0)
		PlayHUDMotion("anm_idle_aim_empty", TRUE, NULL, GetState());
	else
		inherited::PlayAnimAim();
}
Esempio n. 17
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void CWeaponMagazinedWGrenade::PlayAnimReload()
{
	VERIFY(GetState()==eReload);

	if(IsGrenadeLauncherAttached())
		PlayHUDMotion("anm_reload_w_gl", TRUE, this, GetState());
	else
		inherited::PlayAnimReload();
}
Esempio n. 18
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void CWeaponPistol::PlayAnimShow	()
{
	VERIFY(GetState()==eShowing);

	if(iAmmoElapsed==0)
		PlayHUDMotion("anm_show_empty", FALSE, this, GetState());
	else
		inherited::PlayAnimShow();
}
Esempio n. 19
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void CWeaponPistol::PlayAnimIdleMoving()
{
	if(iAmmoElapsed==0)
	{
		PlayHUDMotion("anm_idle_moving_empty", TRUE, NULL, GetState());
	}else{
		inherited::PlayAnimIdleMoving();
	}
}
Esempio n. 20
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void CWeaponPistol::PlayAnimHide()
{
	VERIFY(GetState()==eHiding);
	if(iAmmoElapsed==0) 
	{
		PlaySound			("sndClose", get_LastFP());
		PlayHUDMotion		("anm_hide_empty" , TRUE, this, GetState());
	} 
	else 
		inherited::PlayAnimHide();
}
Esempio n. 21
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void CWeaponPistol::PlayAnimIdle()
{
	if (TryPlayAnimIdle()) return;

	VERIFY(GetState()==eIdle);
	if(iAmmoElapsed==0)
	{
		PlayHUDMotion("anm_idle_empty", TRUE, NULL, GetState());
	}else{
		inherited::PlayAnimIdle		();
	}
}
Esempio n. 22
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void CWeaponBM16::PlayAnimIdle()
{
	if(TryPlayAnimIdle())	return;

	if(IsZoomed())
	{
		switch (m_magazine.size())
		{
		case 0:{
			PlayHUDMotion("anm_idle_aim_0", TRUE, NULL, GetState());
		}break;
		case 1:{
			PlayHUDMotion("anm_idle_aim_1", TRUE, NULL, GetState());
		}break;
		case 2:{
			PlayHUDMotion("anm_idle_aim_2", TRUE, NULL, GetState());
		}break;
		};
	}else{
		switch (m_magazine.size())
		{
		case 0:{
			PlayHUDMotion("anm_idle_0", TRUE, NULL, GetState());
		}break;
		case 1:{
			PlayHUDMotion("anm_idle_1", TRUE, NULL, GetState());
		}break;
		case 2:{
			PlayHUDMotion("anm_idle_2", TRUE, NULL, GetState());
		}break;
		};
	}
}
Esempio n. 23
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void CArtefact::OnStateSwitch(u32 S)
{
	inherited::OnStateSwitch	(S);
	switch(S){
	case eShowing:
		{
			PlayHUDMotion("anm_show", FALSE, this, S);
		}break;
	case eHiding:
		{
			PlayHUDMotion("anm_hide", FALSE, this, S);
		}break;
	case eActivating:
		{
			PlayHUDMotion("anm_activate", FALSE, this, S);
		}break;
	case eIdle:
		{
			PlayAnimIdle();
		}break;
	};
}
Esempio n. 24
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void CWeaponMagazinedWGrenade::switch2_Reload()
{
	VERIFY(GetState()==eReload);
	if(m_bGrenadeMode) 
	{
		PlaySound("sndReloadG", get_LastFP2());

		PlayHUDMotion("anm_reload_g", FALSE, this, GetState());
		SetPending			(TRUE);
	}
	else 
	     inherited::switch2_Reload();
}
Esempio n. 25
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void CWeaponRPG7::PlayAnimReload()
{
	VERIFY(GetState()==eReload);
	PlayHUDMotion("anm_reload", FALSE, this, GetState());
}
Esempio n. 26
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void CWeaponKnife::switch2_Hiding	()
{
	FireEnd					();
	VERIFY(GetState()==eHiding);
	PlayHUDMotion("anm_hide", TRUE, this, GetState());
}
Esempio n. 27
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void CWeaponKnife::switch2_Showing	()
{
	VERIFY(GetState()==eShowing);
	PlayHUDMotion("anm_show", FALSE, this, GetState());
}
Esempio n. 28
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void CArtefact::PlayAnimIdle()
{
	PlayHUDMotion("anm_idle", FALSE, NULL, eIdle);
}