void CWeapon::TestClipAmmoCountIsValid() { TFireModeVector::iterator itEnd = m_firemodes.end(); for (TFireModeVector::iterator it = m_firemodes.begin(); it != itEnd; ++it) { IFireMode* pFM = *it; if (pFM && pFM->IsEnabled()) { IEntityClass* pAmmoType = pFM->GetAmmoType(); if(pAmmoType) { int clipSize = pFM->GetClipSize(); const SFireModeParams* pFireModeParams = ((CFireMode*)pFM)->GetShared(); if (pFireModeParams) { clipSize += pFireModeParams->fireparams.bullet_chamber; } const int ammoCount = GetAmmoCount(pAmmoType); if (ammoCount > clipSize) { SetAmmoCount(pAmmoType, clipSize); const int excessAmmo = ammoCount - clipSize; SetInventoryAmmoCount(pAmmoType, GetInventoryAmmoCount(pAmmoType) + excessAmmo); } } } } }
//------------------------------------------------------------------------ int CScriptBind_Weapon::GetClipSize(IFunctionHandler *pH) { CWeapon *pWeapon = GetWeapon(pH); if (!pWeapon) return pH->EndFunction(); IFireMode* pFireMode = GetRequestedFireMode(pWeapon, pH); if (pFireMode) return pH->EndFunction(pFireMode->GetClipSize()); return pH->EndFunction(); }
void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo ) { switch (event) { case (eFE_Activate): { if (!IsPortActive(pActInfo, 0)) return; IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem(); // get actor IActor* pActor = CCryAction::GetCryAction()->GetClientActor(); if (!pActor) return; IInventory *pInventory = pActor->GetInventory(); if (!pInventory) return; IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(GetPortString(pActInfo,1)); IItem* pItem = pItemSys->GetItem(pInventory->GetItemByClass(pClass)); if (!pItem || !pItem->GetIWeapon()) { pItem = pActor->GetCurrentItem(); if (!pItem || pItem->GetEntity()->GetClass() != pClass || !pItem->GetIWeapon()) { GameWarning("[flow] CFlowNode_WeaponAmmo: No item/weapon %s!", GetPortString(pActInfo,1).c_str()); return; } } IWeapon *pWeapon = pItem->GetIWeapon(); const string& ammoType = GetPortString(pActInfo,2); IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType.c_str()); CRY_ASSERT(pAmmoClass); IFireMode* pCurrentFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()); if (pCurrentFireMode) { int clipSize = pCurrentFireMode->GetClipSize(); int ammo = pWeapon->GetAmmoCount(pAmmoClass) + GetPortInt(pActInfo,3); ammo = CLAMP(ammo, 0, clipSize); pWeapon->SetAmmoCount(pAmmoClass, ammo); } ActivateOutput(pActInfo, 0, pWeapon->GetAmmoCount(pAmmoClass)); } break; } }
//------------------------------------------------------------------------ void CWeapon::OnStartReload(EntityId shooterId, IEntityClass* pAmmoType) { BROADCAST_WEAPON_EVENT(OnStartReload, (this, shooterId, pAmmoType)); if (CActor *pActor = GetOwnerActor()) { if (IAIObject *pAIObject=pActor->GetEntity()->GetAI()) if (gEnv->pAISystem) gEnv->pAISystem->SendSignal( SIGNALFILTER_SENDER, 1, "OnReload", pAIObject); if(pActor->IsClient()) { if (gEnv->bMultiplayer && pActor->IsCloaked()) { CPersistantStats::GetInstance()->IncrementClientStats(EIPS_CloakedReloads); } if(m_weaponsharedparams->bulletBeltParams.numBullets > 0) { const uint32 refillTime = (uint32)(GetCurrentAnimationTime(eIGS_Owner) * m_weaponsharedparams->bulletBeltParams.beltRefillReloadFraction); GetScheduler()->TimerAction(refillTime, CSchedulerAction<RefillBeltAction>::Create(RefillBeltAction(this)), false); } } } IFireMode *pFireMode = GetFireMode(GetCurrentFireMode()); if (pFireMode) { if(GetInventoryAmmoCount(pAmmoType) < pFireMode->GetClipSize()) { BATTLECHATTER(BC_LowAmmo, shooterId); } else { BATTLECHATTER(BC_Reloading, shooterId); } } }
void ReplenishAmmo( IWeapon* pWeapon ) { IFireMode *pFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()); if (pFireMode) pWeapon->SetAmmoCount(pFireMode->GetAmmoType(), pFireMode->GetClipSize()); }