void CProceduralWeaponAnimation::UpdateDebugState()
{
	if ((g_pGameCVars->g_debugWeaponOffset==2) != m_debugInput)
	{
		IActionMapManager* pAMMgr = gEnv->pGame->GetIGameFramework()->GetIActionMapManager();

		if (g_pGameCVars->g_debugWeaponOffset == 2)
		{
			if (gEnv->pInput)
				gEnv->pInput->AddEventListener(m_weaponOffsetInput.get());
			if (pAMMgr)
				pAMMgr->Enable(false);
			m_weaponOffsetInput->SetRightDebugOffset(SWeaponOffset(m_rightOffset));
			m_weaponOffsetInput->SetLeftDebugOffset(SWeaponOffset(m_leftOffset));
		}
		else
		{
			if (gEnv->pInput)
				gEnv->pInput->RemoveEventListener(m_weaponOffsetInput.get());
			if (pAMMgr)
				pAMMgr->Enable(true);
		}
		m_debugInput = (g_pGameCVars->g_debugWeaponOffset == 2);
	}

	if (g_pGameCVars->g_debugWeaponOffset)
	{
		DrawCrossHairGuideLines();
	}
	if (m_debugInput)
	{
		m_weaponOffsetInput->Update();
	}
}
Esempio n. 2
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	EContextEstablishTaskResult OnStep( SContextEstablishState& state )
	{
		IActionMapManager *pActionMapMan = CCryAction::GetCryAction()->GetIActionMapManager();
		pActionMapMan->Enable(false);
		pActionMapMan->EnableActionMap("player", true);
		pActionMapMan->EnableFilter(0, false); // disable all actionfilters
		return eCETR_Ok;
	}
Esempio n. 3
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////////////////////////////////////////////////////////////////////////////
// ui events
////////////////////////////////////////////////////////////////////////////
void CUIMenuEvents::StartIngameMenu()
{
	if (!gEnv->bMultiplayer && !gEnv->IsEditor())
	{
		g_pGame->GetIGameFramework()->PauseGame( true, true );
	}

	IActionMapManager* pAmMgr = g_pGame->GetIGameFramework()->GetIActionMapManager();
	if (pAmMgr)
	{
		pAmMgr->Enable(true);
		pAmMgr->EnableFilter("only_ui", true);
	}

	m_eventSender.SendEvent<eUIE_StartIngameMenu>();
}