コード例 #1
0
ファイル: ItemAnimation.cpp プロジェクト: Xydrel/Infected
void CActionItemIdle::UpdateFragmentTags()
{
	CItem* pItem = static_cast<CItem*>(m_ownerPlayer.GetCurrentItem());
	CWeapon* pWeapon = pItem ? static_cast<CWeapon*>(pItem->GetIWeapon()) : 0;
	const CTagDefinition* pTagDefinition = m_context->controllerDef.GetFragmentTagDef(m_fragmentID);

	if(pItem && pTagDefinition)
	{
		CTagState fragTags(*pTagDefinition);
		fragTags = m_fragTags;
		pItem->SetFragmentTags(fragTags);
		m_fragTags = fragTags.GetMask();
	}
	if (pWeapon)
	{
		SetParam(CItem::sActionParamCRCs.zoomTransition, pWeapon->GetZoomTransition());
	}
}
コード例 #2
0
ファイル: ScriptBind_Item.cpp プロジェクト: Xydrel/Infected
int CScriptBind_Item::DisallowDrop(IFunctionHandler *pH)
{
	CItem *pItem = GetItem(pH);
	if (pItem != NULL)
	{
		IWeapon* pWeaponInterface = pItem->GetIWeapon();
		if (pWeaponInterface == NULL)
		{	// Sorry, this is currently only implemented for weapons (trying to keep CItem 'clean').
			assert(false);
		}
		else
		{
			CWeapon* pWeapon = static_cast<CWeapon*>(pWeaponInterface);
			pWeapon->DisallowDrop();
		}
	}

	return pH->EndFunction();
}
コード例 #3
0
void CLaserBeam::UpdateLaser(const CLaserBeam::SLaserUpdateDesc& laserUpdateDesc)
{
	if(m_pLaserParams && m_laserOn)
	{
		IEntity* pLaserEntity = CreateLaserEntity();
		if (pLaserEntity)
		{
			m_lastLaserUpdatePosition = laserUpdateDesc.m_laserPos;
			m_lastLaserUpdateDirection = laserUpdateDesc.m_laserDir;

			m_laserUpdateTimer += laserUpdateDesc.m_frameTime;

			UpdateLaserGeometry(*pLaserEntity);

			if(m_laserUpdateTimer < LASER_UPDATE_TIME)
				return;

			m_laserUpdateTimer = Random(0.0f, LASER_UPDATE_TIME * 0.4f);

			if ((laserUpdateDesc.m_ownerCloaked && !laserUpdateDesc.m_weaponZoomed) || laserUpdateDesc.m_bOwnerHidden)
			{
				pLaserEntity->Hide(true);
				return;
			}
			pLaserEntity->Hide(false);

			const float range = m_pLaserParams->laser_range[GetIndexFromGeometrySlot()];

			// Use the same flags as the AI system uses for visbility.
			const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living;
			const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

			//If we did not get a result, just cancel it, we will queue a new one again
			RayCastRequest::Priority requestPriority = RayCastRequest::MediumPriority;
			if (m_queuedRayId != 0)
			{
				g_pGame->GetRayCaster().Cancel(m_queuedRayId);
				m_queuedRayId = 0;
				requestPriority = RayCastRequest::HighPriority;
			}

			IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
			IPhysicalEntity* pSkipEntity = NULL;
			uint8 numSkips = 0;

			CItem* pItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));

			if(pItem)
			{
				if(pItem->IsAccessory())
				{
					CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(pItem->GetParentId()));
				
					if(pParentItem)
					{
						pItem = pParentItem;
					}					
				}

				IEntity* pOwnerEnt = 0;
				CWeapon* pWeapon = static_cast<CWeapon*>(pItem->GetIWeapon());
				if (pWeapon && pWeapon->GetHostId() != 0)
				{
					pOwnerEnt = gEnv->pEntitySystem->GetEntity(pWeapon->GetHostId());
				}
				else
				{
					pOwnerEnt = pItem->GetOwner();
				}

				if(pOwnerEnt)
				{
					IPhysicalEntity* pOwnerPhysics = pOwnerEnt->GetPhysics();

					if(pOwnerPhysics)
					{
						pSkipEntity = pOwnerPhysics;
						numSkips++;
					}
				}
			}

			m_queuedRayId = g_pGame->GetRayCaster().Queue(
				requestPriority,
				RayCastRequest(laserUpdateDesc.m_laserPos, laserUpdateDesc.m_laserDir*range,
				objects,
				flags,
				&pSkipEntity,
				numSkips),
				functor(*this, &CLaserBeam::OnRayCastDataReceived));
		}

	}
	else if (!m_pLaserParams)
	{
		GameWarning("LASER PARAMS: Item of type CLaser is missing it's laser params!");
	}
}
コード例 #4
0
ファイル: HUDCrosshair.cpp プロジェクト: mrwonko/CrysisVR
void CHUDCrosshair::UpdateCrosshair()
{
  IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	if(!pClientActor)
		return;

  int iNewFriendly = 0;

  if(pClientActor->GetLinkedVehicle())
  { 
    // JanM/MichaelR: 
    // Get status from the VehicleWeapon, which raycasts considering the necessary SkipEntities (in contrast to WorldQuery)
    // Julien: this is now done in MP as well
    iNewFriendly = g_pHUD->GetVehicleInterface()->GetFriendlyFire();
  }
  else
  {
    if(!gEnv->bMultiplayer)
    {
			CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
			if(pWeapon)
			{
				iNewFriendly = pWeapon->IsWeaponLowered() && pWeapon->IsPendingFireRequest();
				if(iNewFriendly && pWeapon->GetEntity()->GetClass() == CItem::sTACGunFleetClass)
					iNewFriendly = 0;
			}
			else{
				//Two handed pickups need the red X as well
				CPlayer *pPlayer= static_cast<CPlayer*>(pClientActor);
				if(CWeapon *pOffHand = static_cast<CWeapon*>(pPlayer->GetItemByClass(CItem::sOffHandClass)))
					iNewFriendly = pOffHand->IsWeaponLowered();
			}
    }
    else
    {
	    EntityId uiCenterId = pClientActor->GetGameObject()->GetWorldQuery()->GetLookAtEntityId();
			if(uiCenterId)
			{
				iNewFriendly = IsFriendlyEntity(gEnv->pEntitySystem->GetEntity(uiCenterId));
			}
    }
  }	

	// SNH: if player is carrying a claymore or mine, ask the weapon whether it is possible to place it currently
	//	(takes into account player speed / stance / aim direction).
	// So 'friendly' is a bit of a misnomer here, but we want the "don't/can't fire" crosshair...
	if(iNewFriendly != 1 && g_pHUD)
	{
		CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
		if(pWeapon)
		{
			static IEntityClass* pClaymoreClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Claymore");
			static IEntityClass* pAVMineClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("AVMine");
			IEntityClass* pClass = pWeapon->GetEntity()->GetClass();
			if(pClass == pClaymoreClass || pClass == pAVMineClass)
			{
				if(IFireMode* pfm = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()))
				{
					if(!pfm->IsFiring())
						iNewFriendly = pWeapon->CanFire() ? 0 : 1;
				}
			}
		}
	}

	if(iNewFriendly != m_iFriendlyTarget)
	{
		m_iFriendlyTarget = iNewFriendly;
		//m_animCrossHair.Invoke("setFriendly", m_iFriendlyTarget);
		if(iNewFriendly)
			m_animFriendCross.SetVisible(true);
		else
			m_animFriendCross.SetVisible(false);
	}

	if(m_animInterActiveIcons.GetVisible())
	{
		m_bHideUseIconTemp = false;
		CItem *pItem = static_cast<CItem*>(pClientActor->GetCurrentItem());
		if(pItem)
		{
			IWeapon *pWeapon = pItem->GetIWeapon();
			if(pWeapon)
			{
				CItem::SStats stats = pItem->GetStats();
				if(stats.mounted && stats.used)
					m_bHideUseIconTemp = true;
			}
		}
		if(!m_bHideUseIconTemp)
		{
			EntityId offHandId = pClientActor->GetInventory()->GetItemByClass(CItem::sOffHandClass);
			IItem *pOffHandItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(offHandId);
			if(pOffHandItem)
			{
				COffHand *pOffHand = static_cast<COffHand*>(pOffHandItem);
				uint32 offHandState = pOffHand->GetOffHandState();
				if(offHandState == eOHS_HOLDING_OBJECT || offHandState == eOHS_THROWING_OBJECT ||
					offHandState == eOHS_HOLDING_NPC || offHandState == eOHS_THROWING_NPC)
					m_bHideUseIconTemp = true;
			}
		}
	}
}