void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo ) { if(eFE_Activate == event) { const bool bAttach = IsPortActive(pActInfo, EIP_ATTACH); const bool bDetach = IsPortActive(pActInfo, EIP_DETACH); if (!bAttach && !bDetach) return; IActor* pActor = GetActor(pActInfo); if (pActor == 0) return; const string& className = GetPortString(pActInfo, EIP_WEAPON); CWeapon* pWeapon = static_cast<CWeapon*> ( className.empty() ? GetWeapon(pActor) : GetWeapon(pActor, className.c_str()) ); if (pWeapon != 0) { ItemString acc = ItemString(GetPortString(pActInfo, EIP_ACCESSORY)); if (bAttach && pWeapon->GetAccessory(acc) == 0) { pWeapon->SwitchAccessory(acc); ActivateOutput(pActInfo, EOP_ATTACHED, true); } else if (bDetach && pWeapon->GetAccessory(acc) != 0) { pWeapon->SwitchAccessory(acc); ActivateOutput(pActInfo, EOP_DETACHED, true); } } } }
int CScriptBind_Weapon::SwitchAccessory(IFunctionHandler *pH, const char *className) { CWeapon *pWeapon = GetWeapon(pH); if (!pWeapon) return pH->EndFunction(); if (className) pWeapon->SwitchAccessory(className); return pH->EndFunction(); }