コード例 #1
0
ファイル: ActorVehicle.cpp プロジェクト: OLR-xray/XRay-NEW
void CActor::attach_Vehicle(CHolderCustom* vehicle)
{
	if(!vehicle) return;

	if(m_holder) return;
	PickupModeOff		();
	m_holder=vehicle;

	CKinematicsAnimated* V		= smart_cast<CKinematicsAnimated*>(Visual()); R_ASSERT(V);
	
	if(!m_holder->attach_Actor(this)){
		m_holder=NULL;
		return;
	}
	// temp play animation
	CCar*	car						= smart_cast<CCar*>(m_holder);
	u16 anim_type					= car->DriverAnimationType();
	SVehicleAnimCollection& anims	= m_vehicle_anims->m_vehicles_type_collections[anim_type];
	V->PlayCycle					(anims.idles[0],FALSE);

	ResetCallbacks					();
	u16 head_bone					= V->LL_BoneID("bip01_head");
	V->LL_GetBoneInstance			(u16(head_bone)).set_callback		(bctPhysics, VehicleHeadCallback,this);

	character_physics_support		()->movement()->DestroyCharacter();
	mstate_wishful					= 0;
	m_holderID=car->ID				();

	SetWeaponHideState				(INV_STATE_CAR, true);

	CStepManager::on_animation_start(MotionID(), 0);
}
コード例 #2
0
ファイル: ActorInput.cpp プロジェクト: NeoAnomaly/xray
void CActor::IR_OnKeyboardRelease(int cmd)
{
	if (m_blocked_actions.find((EGameActions)cmd) != m_blocked_actions.end() ) return; // Real Wolf. 14.10.2014

	if (Remote())		return;

//	if (conditions().IsSleeping())	return;
	if (m_input_external_handler && !m_input_external_handler->authorized(cmd))	return;

	if (g_Alive())	
	{
		if (cmd == kUSE) 
			PickupModeOff();

		if(m_holder)
		{
			m_holder->OnKeyboardRelease(cmd);
			
			if(m_holder->allowWeapon() && inventory().Action(cmd, CMD_STOP))		return;
			return;
		}else
			if(inventory().Action(cmd, CMD_STOP))		return;



		switch(cmd)
		{
		case kJUMP:		mstate_wishful &=~mcJump;		break;
		case kDROP:		if(GAME_PHASE_INPROGRESS == Game().Phase()) g_PerformDrop();				break;
		case kCROUCH:	g_bAutoClearCrouch = true;
		}
	}
}
コード例 #3
0
ファイル: Actor_Feel.cpp プロジェクト: Karlan88/xray
void	CActor::PickupModeUpdate_COD	()
{
	if (Level().CurrentViewEntity() != this || !g_b_COD_PickUpMode) return;
		
	if (!g_Alive() || eacFirstEye != cam_active) 
	{
		HUD().GetUI()->UIMainIngameWnd->SetPickUpItem(NULL);
		return;
	};
	
	CFrustum frustum;
	frustum.CreateFromMatrix(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	//---------------------------------------------------------------------------
	ISpatialResult.clear_not_free	();
	g_SpatialSpace->q_frustum(ISpatialResult, 0, STYPE_COLLIDEABLE, frustum);
	//---------------------------------------------------------------------------

	float maxlen = 1000.0f;
	CInventoryItem* pNearestItem = NULL;
	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject        ());
		if (0 == pIItem) continue;
		if (pIItem->object().H_Parent() != NULL) continue;
		if (!pIItem->CanTake()) continue;
		if (pIItem->object().CLS_ID == CLSID_OBJECT_G_RPG7 || pIItem->object().CLS_ID == CLSID_OBJECT_G_FAKE)
			continue;

		CGrenade*	pGrenade	= smart_cast<CGrenade*> (spatial->dcast_CObject        ());
		if (pGrenade && !pGrenade->Useful()) continue;

		CMissile*	pMissile	= smart_cast<CMissile*> (spatial->dcast_CObject        ());
		if (pMissile && !pMissile->Useful()) continue;
		
		Fvector A, B, tmp; 
		pIItem->object().Center			(A);
		if (A.distance_to_sqr(Position())>4) continue;

		tmp.sub(A, cam_Active()->vPosition);
		B.mad(cam_Active()->vPosition, cam_Active()->vDirection, tmp.dotproduct(cam_Active()->vDirection));
		float len = B.distance_to_sqr(A);
		if (len > 1) continue;

		if (maxlen>len && !pIItem->object().getDestroy())
		{
			maxlen = len;
			pNearestItem = pIItem;
		};
	}

	if(pNearestItem)
	{
		CFrustum					frustum;
		frustum.CreateFromMatrix	(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
		if (!CanPickItem(frustum,Device.vCameraPosition,&pNearestItem->object()))
			pNearestItem = NULL;
	}

	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if (Level().m_feel_deny.is_object_denied(pNearestItem->cast_game_object()))
				pNearestItem = NULL;
	}

	HUD().GetUI()->UIMainIngameWnd->SetPickUpItem(pNearestItem);

	if (pNearestItem && m_bPickupMode)
	{
		//подбирание объекта
		Game().SendPickUpEvent(ID(), pNearestItem->object().ID());
		
		PickupModeOff();
	}
};