コード例 #1
0
ファイル: WeaponInput.cpp プロジェクト: AiYong/CryGame
//------------------------------------------------------
void CWeapon::ForcePendingActions(uint8 blockedActions)
{
	CItem::ForcePendingActions(blockedActions);

	CActor* pOwner = GetOwnerActor();
	if(!pOwner || !pOwner->IsClient())
		return;

	//Force start firing, if needed and possible
	if(m_requestedFire)
	{
		if(!IsDualWield() && !IsWeaponRaised())
		{
			m_requestedFire = false;
			OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
		}
		else if(IsDualWield() && IsDualWieldMaster())
		{
			IItem *slave = GetDualWieldSlave();
			if(!IsWeaponRaised())
			{
				m_requestedFire = false;
				OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
			}
			else if(slave && slave->GetIWeapon())
			{
				CWeapon* dualwield = static_cast<CWeapon*>(slave);
				if(!dualwield->IsWeaponRaised())
				{
					m_requestedFire = false;
					OnAction(GetOwnerId(),"attack1",eAAM_OnPress,0.0f);
				}
			}
		}
	}
}
コード例 #2
0
ファイル: WeaponInput.cpp プロジェクト: wang1986one/remod
//--------------------------------------------------------------------
bool CWeapon::OnActionAttack(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	if(!m_modifying)
	{
		COffHand * offHandWeapon = NULL;
		bool isOffHandSelected = false;
		GetOffHandInfo(this,isOffHandSelected,&offHandWeapon);

		if(IsTwoHand())
		{
			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);

			// EXPANSION: Dino has rewritten dual wield control!
			/*if (isDualWield)
			{
				m_fire_alternation = !m_fire_alternation;
				m_requestedFire = true;

				if (!m_fire_alternation && dualWield->OutOfAmmo(false) && dualWield->CanReload())
				{
					dualWield->Reload();
					return true;
				}
				else if(m_fire_alternation && OutOfAmmo(false) && CanReload())
				{
					Reload();
					return true;
				}

				if (m_fire_alternation || (!dualWield->CanFire() || !dualWield->IsSelected()))
				{
					if(!IsWeaponRaised() && CanFire())
						StartFire();
					else if(!dualWield->IsWeaponRaised() && dualWield->IsSelected())
						dualWield->StartFire();
				}
				else if (dualWield->CanFire())
				{
					if(!dualWield->IsWeaponRaised() && dualWield->CanFire())
						dualWield->StartFire();
					else if(!IsWeaponRaised())
						StartFire();
				}
			}*/
			// /EXPANSION
		
			if (isDualWield)
			{
				if (offHandWeapon && !(offHandWeapon->GetOffHandState() & (eOHS_INIT_STATE)))
					return false;

				m_fire_alternation = false;
								
				if (!dualWield->IsWeaponRaised())// && dualWield->CanFire())
				{
					dualWield->StartFire();
				}
			/*	else if(dualWield->OutOfAmmo(false) && !dualWield->IsReloading())
				{
					dualWield->Reload();
				}*/

				dualWield->m_requestedFire = true;
			}
			else
			{
				if(!m_weaponRaised)
				{
					StartFire();
				}

				m_requestedFire = true;
			}
		}
		else if (activationMode == eAAM_OnRelease)
		{
			PreActionAttack(false);

			// EXP 1: Don't stop both slave and master simultaneously!!!
				//Stop slave
			if(IsDualWieldMaster())
			{
				//FireSlave(actorId,false);
				CWeapon *dualWield = NULL;
				IItem *slave = GetDualWieldSlave();

				if (slave && slave->GetIWeapon())
					dualWield = static_cast<CWeapon *>(slave);

				if(dualWield)
				{
					dualWield->StopFire();
					dualWield->m_requestedFire=false;
				}

			}
			else if (m_fm)
			{
				m_fm->StopFire();
				m_requestedFire = false;
			}
			// StopFire();
			// /EXP 1
		}
	}

	return true;
}
コード例 #3
0
ファイル: ItemAccessory.cpp プロジェクト: super-nova/NovaRepo
void CItem::AttachAccessory(const ItemString &name, bool attach, bool noanim, bool force, bool initialSetup)
{
	if(!force && IsBusy())
		return;

	bool anim = !noanim && m_stats.fp;
	SAccessoryParams *params = GetAccessoryParams(name);

	if(!params)
		return;

	if(attach)
	{
		if(!IsAccessoryHelperFree(params->attach_helper))
			return;

		if(CItem *pAccessory = AddAccessory(name))
		{
			pAccessory->Physicalize(false, false);
			pAccessory->SetViewMode(m_stats.viewmode);

			if(!initialSetup)
				pAccessory->m_bonusAccessoryAmmo.clear();

			SetCharacterAttachment(eIGS_FirstPerson, params->attach_helper, pAccessory->GetEntity(), eIGS_FirstPerson, 0);
			SetBusy(true);

			AttachAction action(pAccessory, params);

			if(anim)
			{
				PlayAction(params->attach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<AttachAction>::Create(action), false);
			}
			else
				action.execute(this);

		}
	}
	else
	{
		if(CItem *pAccessory = GetAccessory(name))
		{
			DetachAction action(pAccessory, params);

			if(anim)
			{
				StopLayer(params->attach_layer, eIPAF_Default|eIPAF_NoBlend);
				PlayAction(params->detach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<DetachAction>::Create(action), false);
				SetBusy(true);
			}
			else
			{
				SetBusy(true);
				action.execute(this);
			}
		}
	}

	//Skip all this for the offhand
	if(GetEntity()->GetClass()!=CItem::sOffHandClass)
		FixAccessories(params, attach);

	//Attach silencer to 2nd SOCOM
	/////////////////////////////////////////////////////////////
	bool isDualWield = IsDualWieldMaster();
	CItem *dualWield = 0;

	if(isDualWield)
	{
		IItem *slave = GetDualWieldSlave();

		if(slave && slave->GetIWeapon())
			dualWield = static_cast<CItem *>(slave);
		else
			isDualWield = false;
	}

	if(isDualWield)
		dualWield->AttachAccessory(name,attach,noanim);

	//////////////////////////////////////////////////////////////

	//Luciano - send game event
	g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(GetOwner(), GameplayEvent(eGE_AttachedAccessory, name, (float)attach, (void *)GetEntityId()));

}