//------------------------------------------------------------------------ _smart_ptr<IAction> CItem::PlayAction(FragmentID action, int layer, bool loop, uint32 flags, float speedOverride, float animWeigth, float ffeedbackWeight) { _smart_ptr<IAction> pAction; const CWeapon* pWeapon = static_cast<CWeapon*>(GetIWeapon()); if (pWeapon && pWeapon->IsProxyWeapon()) { return pAction; } IActionController* pActionController = GetActionController(); if (pActionController && action != FRAGMENT_ID_INVALID) { SAnimationContext& animContext = pActionController->GetContext(); const CTagDefinition* pTagDefinition = animContext.controllerDef.GetFragmentTagDef(action); float timeOverride = -1.0f; bool concentratedFire = (flags&eIPAF_ConcentratedFire) != 0; TagState actionTags = TAG_STATE_EMPTY; if (pTagDefinition) { CTagState fragTags(*pTagDefinition); SetFragmentTags(fragTags); actionTags = fragTags.GetMask(); } pAction = new CItemAction(PP_PlayerAction, action, actionTags); PlayFragment(pAction, speedOverride, timeOverride, animWeigth, ffeedbackWeight, concentratedFire); } return pAction; }
//------------------------------------------------------------------------- bool CWeapon::OnActionModify(EntityId actorId, const ActionId& actionId, int activationMode, float value) { if (IsZoomed() || IsZoomingInOrOut()) return false; if (CanModify() && ((!IsReloading() && !IsBusy()) || AreAnyItemFlagsSet(eIF_Modifying))) { if (m_fm) m_fm->StopFire(); if (AreAnyItemFlagsSet(eIF_Modifying)) { m_enterModifyAction = 0; PlayAction(GetFragmentIds().leave_modify, 0); s_dofSpeed = fres(-g_pGameCVars->i_weapon_customisation_transition_time); s_dofValue = 1.0f; s_focusValue = -1.0f; GetScheduler()->TimerAction(g_pGameCVars->i_weapon_customisation_transition_time, CSchedulerAction<ScheduleLayer_Leave>::Create(this), false); SetItemFlags( eIF_Transitioning ); ClearItemFlags( eIF_Modifying ); GetGameObject()->InvokeRMI(CItem::SvRequestLeaveModify(), CItem::EmptyParams(), eRMI_ToServer); } else { gEnv->p3DEngine->SetPostEffectParam("Dof_Active", 1.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_UseMask", 0.f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusRange", -1.f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMin", 0.5f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMax", 1.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusLimit", 1.5f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMinZ", 0.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMinZScale", 0.0f); m_itemLowerMode = eILM_Raised; TagState tagState = TAG_STATE_EMPTY; m_enterModifyAction = new CItemAction(PP_PlayerAction, GetFragmentIds().enter_modify, tagState); PlayFragment(m_enterModifyAction); s_dofSpeed = fres(g_pGameCVars->i_weapon_customisation_transition_time); s_dofValue = 0.0f; SetItemFlags(eIF_Transitioning); GetScheduler()->TimerAction(g_pGameCVars->i_weapon_customisation_transition_time, CSchedulerAction<ScheduleLayer_Enter>::Create(this), false); SetItemFlags(eIF_Modifying); CPlayer *pPlayer = static_cast<CPlayer*>(GetOwnerActor()); if (pPlayer) { SPlayerStats *pStats = static_cast<SPlayerStats*>(pPlayer->GetActorStats()); assert(pStats); pStats->bIgnoreSprinting = true; } GetGameObject()->InvokeRMI(CItem::SvRequestEnterModify(), CItem::EmptyParams(), eRMI_ToServer); } } return true; }