コード例 #1
0
void CMountedGunController::OnEnter(EntityId mountedGunId)
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            CItem* pWeapon = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunId));
            assert(pWeapon);

            IActionController* pActionController = m_pControlledPlayer->GetAnimatedCharacter()->GetActionController();
            if (pActionController && m_pMannequinParams)
                {
                    SAFE_RELEASE(m_pMovementAction);

                    m_pMovementAction = new TPlayerAction(PP_PlayerAction, m_pMannequinParams->fragmentIDs.MotionMounted);
                    m_pMovementAction->AddRef();
                    pActionController->Queue(m_pMovementAction);
                }

            //////////////////////////////////////////////////////////////////////////
            // NOTE: This should go through mannequin
            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    const SParams& pWeaponParams = pWeapon->GetParams();

                    IAnimationSet* pAnimationSet = pCharacter->GetIAnimationSet();
                    const int upAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Up].c_str());
                    const int downAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Down].c_str());

                    pRecordingSystem->OnMountedGunEnter(m_pControlledPlayer, upAnimId, downAnimId);
                }

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

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CMountedGunController::OnEnter");
            pAnimatedCharacter->SetNoMovementOverride(true);

            if (gEnv->bMultiplayer)
                pAnimatedCharacter->EnableRigidCollider(0.5f);
            else if (m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->EnableRigidCollider(1.5f);

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            BATTLECHATTER(BC_WatchMyBack, m_pControlledPlayer->GetEntityId());
        }
}