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

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            if(m_pMovementAction)
                {
                    m_pMovementAction->ForceFinish();
                    SAFE_RELEASE(m_pMovementAction);
                }

            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    pRecordingSystem->OnMountedGunLeave(m_pControlledPlayer);
                }

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

            pAnimatedCharacter->ForceRefreshPhysicalColliderMode();
            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CMountedGunController::OnLeave");
            pAnimatedCharacter->SetNoMovementOverride(false);

            if (gEnv->bMultiplayer || m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->DisableRigidCollider();

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

            m_pControlledPlayer->GetActorParams().mountedWeaponCameraTarget.zero();
        }
}