void CGameActions::CreateFilterVault() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterVault = pActionMapMan->CreateActionFilter("vault", eAFT_ActionFail); m_pFilterVault->Filter(rotateyaw); m_pFilterVault->Filter(v_rotateyaw); m_pFilterVault->Filter(rotatepitch); m_pFilterVault->Filter(v_rotatepitch); m_pFilterVault->Filter(nextitem); m_pFilterVault->Filter(previtem); m_pFilterVault->Filter(toggle_explosive); m_pFilterVault->Filter(toggle_weapon); m_pFilterVault->Filter(toggle_grenade); m_pFilterVault->Filter(handgrenade); m_pFilterVault->Filter(zoom); m_pFilterVault->Filter(reload); m_pFilterVault->Filter(use); m_pFilterVault->Filter(xi_grenade); m_pFilterVault->Filter(xi_handgrenade); m_pFilterVault->Filter(xi_zoom); m_pFilterVault->Filter(jump); m_pFilterVault->Filter(binoculars); m_pFilterVault->Filter(xi_rotateyaw); m_pFilterVault->Filter(xi_rotatepitch); }
void CGameActions::CreateFilterMPWeaponCustomizationMenu() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterMPWeaponCustomizationMenu = pActionMapMan->CreateActionFilter("mp_weapon_customization_menu", eAFT_ActionPass); // Disabled all actions when in ingame menu, add any exceptions here // Menu actions m_pFilterMPWeaponCustomizationMenu->Filter(menu_open_customizeweapon); m_pFilterMPWeaponCustomizationMenu->Filter(menu_close_customizeweapon); m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrollup); m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrolldown); m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand1); m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand2); m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_left); m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_right); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_barrel); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_bottom); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_scope); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ammo); m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm); m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm2); m_pFilterMPWeaponCustomizationMenu->Filter(menu_back); m_pFilterMPWeaponCustomizationMenu->Filter(menu_delete); m_pFilterMPWeaponCustomizationMenu->Filter(menu_apply); m_pFilterMPWeaponCustomizationMenu->Filter(menu_default); m_pFilterMPWeaponCustomizationMenu->Filter(menu_back_select); m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_1); m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_2); m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetpause); m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetzoom); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_index_finger); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_middle_finger); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger_switched); m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_pink); //movement m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotateyaw); m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotatepitch); m_pFilterMPWeaponCustomizationMenu->Filter(moveleft); m_pFilterMPWeaponCustomizationMenu->Filter(moveright); m_pFilterMPWeaponCustomizationMenu->Filter(moveforward); m_pFilterMPWeaponCustomizationMenu->Filter(moveback); m_pFilterMPWeaponCustomizationMenu->Filter(xi_movex); m_pFilterMPWeaponCustomizationMenu->Filter(xi_movey); m_pFilterMPWeaponCustomizationMenu->Filter(mouse_wheel_infiction_close); m_pFilterMPWeaponCustomizationMenu->Filter(special); m_pFilterMPWeaponCustomizationMenu->Filter(attack1_xi); }
void CEditorGame::InitActionEnums(IGameToEditorInterface* pGTE) { // init ActionFilter enums IActionMapManager* pActionMapMgr = m_pGame->GetIGameFramework()->GetIActionMapManager(); if (pActionMapMgr) { std::vector<string> filterNames; filterNames.push_back(""); // empty IActionFilterIteratorPtr pFilterIter = pActionMapMgr->CreateActionFilterIterator(); while (IActionFilter* pFilter = pFilterIter->Next()) { filterNames.push_back(pFilter->GetName()); } size_t numFilters = 0; const char** allFilters = new const char*[filterNames.size()]; std::vector<string>::const_iterator iter = filterNames.begin(); std::vector<string>::const_iterator iterEnd = filterNames.end(); while (iter != iterEnd) { allFilters[numFilters++] = iter->c_str(); ++iter; } pGTE->SetUIEnums("action_filter", allFilters, numFilters); delete[] allFilters; } }
//---------------------------------------------------------------------- void CVehicleMountedWeapon::PerformRipOff(CActor* pOwner) { IActionMapManager* pMapManager = gEnv->pGame->GetIGameFramework()->GetIActionMapManager(); assert(pMapManager); pMapManager->EnableActionMap("vehicle_general", false); IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId); if(pVehicle) { SVehicleEventParams params; params.entityId = GetEntityId(); pVehicle->BroadcastVehicleEvent(eVE_WeaponRemoved, params); if(pOwner) { if(gEnv->bMultiplayer) { const IEntity* pVehicleEnt = pVehicle->GetEntity(); IEntity* pEntity = pOwner->GetEntity(); const Matrix34& vehWMat = pVehicleEnt->GetWorldTM(); m_previousWSpaceOffsetPosition = pEntity->GetWorldPos(); m_localRipUserOffset = vehWMat.GetInverted().TransformPoint(m_previousWSpaceOffsetPosition); } pOwner->LinkToVehicle(0); } m_previousVehicleRotation = pVehicle->GetEntity()->GetWorldRotation(); } CHeavyMountedWeapon::PerformRipOff(pOwner); }
void CGameActions::CreateFilterCutscene() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterCutscene = pActionMapMan->CreateActionFilter("cutscene", eAFT_ActionFail); m_pFilterCutscene->Filter(binoculars); }
void CGameActions::CreateFilterNoFireModeSwitch() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoFireModeSwitch = pActionMapMan->CreateActionFilter("no_firemodeswitch", eAFT_ActionFail); m_pFilterNoFireModeSwitch->Filter(weapon_change_firemode); }
void CGameActions::CreateFilterNoVehicleExit() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoVehicleExit = pActionMapMan->CreateActionFilter("no_vehicle_exit", eAFT_ActionFail); m_pFilterNoVehicleExit->Filter(use); }
void CGameActions::CreateFilterNoConnectivity() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoConnectivity = pActionMapMan->CreateActionFilter("no_connectivity", eAFT_ActionPass); m_pFilterNoConnectivity->Filter(scores); }
void CGameActions::CreateFilterNoWeaponCustomization() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoWeaponCustomization = pActionMapMan->CreateActionFilter("no_weaponcustomization", eAFT_ActionFail); m_pFilterNoWeaponCustomization->Filter(menu_open_customizeweapon); }
void CGameActions::CreateFilterNoMouse() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail); m_pFilterNoMouse->Filter(attack1); m_pFilterNoMouse->Filter(v_attack1); m_pFilterNoMouse->Filter(v_attack2); m_pFilterNoMouse->Filter(rotateyaw); m_pFilterNoMouse->Filter(v_rotateyaw); m_pFilterNoMouse->Filter(rotatepitch); m_pFilterNoMouse->Filter(v_rotatepitch); m_pFilterNoMouse->Filter(nextitem); m_pFilterNoMouse->Filter(previtem); m_pFilterNoMouse->Filter(toggle_explosive); m_pFilterNoMouse->Filter(toggle_weapon); m_pFilterNoMouse->Filter(toggle_grenade); m_pFilterNoMouse->Filter(handgrenade); m_pFilterNoMouse->Filter(zoom); m_pFilterNoMouse->Filter(reload); m_pFilterNoMouse->Filter(use); m_pFilterNoMouse->Filter(xi_grenade); m_pFilterNoMouse->Filter(xi_handgrenade); m_pFilterNoMouse->Filter(xi_zoom); m_pFilterNoMouse->Filter(jump); m_pFilterNoMouse->Filter(binoculars); m_pFilterNoMouse->Filter(attack1_xi); m_pFilterNoMouse->Filter(attack2_xi); }
void CGameActions::CreateFilterMouseY() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterMouseY = pActionMapMan->CreateActionFilter("no_mouseY", eAFT_ActionFail); m_pFilterMouseY->Filter(rotatepitch); m_pFilterMouseY->Filter(xi_rotatepitch); }
void CEditorGame::InitActionMapsEnums(IGameToEditorInterface* pGTE) { IActionMapManager* pAM = m_pGame->GetIGameFramework()->GetIActionMapManager(); IActionMapIteratorPtr iter = pAM->CreateActionMapIterator(); const int numActionMaps = pAM->GetActionMapsCount(); if(numActionMaps == 0) return; const char** nameValueStrings = new const char*[numActionMaps]; int curEntryIndex = 0; while (IActionMap* pMap = iter->Next()) { assert(curEntryIndex < numActionMaps); PREFAST_ASSUME(curEntryIndex < numActionMaps); nameValueStrings[curEntryIndex++] = pMap->GetName(); if (curEntryIndex > numActionMaps) { CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "[InitActionMapsEnums] Wrong number of Action Maps."); break; } } pGTE->SetUIEnums("action_maps", nameValueStrings, numActionMaps); delete[] nameValueStrings; }
void CProceduralWeaponAnimation::UpdateDebugState() { if ((g_pGameCVars->g_debugWeaponOffset==2) != m_debugInput) { IActionMapManager* pAMMgr = gEnv->pGame->GetIGameFramework()->GetIActionMapManager(); if (g_pGameCVars->g_debugWeaponOffset == 2) { if (gEnv->pInput) gEnv->pInput->AddEventListener(m_weaponOffsetInput.get()); if (pAMMgr) pAMMgr->Enable(false); m_weaponOffsetInput->SetRightDebugOffset(SWeaponOffset(m_rightOffset)); m_weaponOffsetInput->SetLeftDebugOffset(SWeaponOffset(m_leftOffset)); } else { if (gEnv->pInput) gEnv->pInput->RemoveEventListener(m_weaponOffsetInput.get()); if (pAMMgr) pAMMgr->Enable(true); } m_debugInput = (g_pGameCVars->g_debugWeaponOffset == 2); } if (g_pGameCVars->g_debugWeaponOffset) { DrawCrossHairGuideLines(); } if (m_debugInput) { m_weaponOffsetInput->Update(); } }
void CGameActions::CreateFilterNoMouse() { IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail); m_pFilterNoMouse->Filter(attack1); m_pFilterNoMouse->Filter(v_attack1); m_pFilterNoMouse->Filter(v_attack2); m_pFilterNoMouse->Filter(rotateyaw); m_pFilterNoMouse->Filter(v_rotateyaw); m_pFilterNoMouse->Filter(rotatepitch); m_pFilterNoMouse->Filter(v_rotatepitch); m_pFilterNoMouse->Filter(nextitem); m_pFilterNoMouse->Filter(previtem); m_pFilterNoMouse->Filter(small); m_pFilterNoMouse->Filter(medium); m_pFilterNoMouse->Filter(heavy); m_pFilterNoMouse->Filter(handgrenade); m_pFilterNoMouse->Filter(explosive); m_pFilterNoMouse->Filter(utility); m_pFilterNoMouse->Filter(zoom); m_pFilterNoMouse->Filter(reload); m_pFilterNoMouse->Filter(use); m_pFilterNoMouse->Filter(xi_use); m_pFilterNoMouse->Filter(xi_grenade); m_pFilterNoMouse->Filter(xi_handgrenade); m_pFilterNoMouse->Filter(xi_zoom); m_pFilterNoMouse->Filter(jump); }
void CGameActions::CreateFilterNoObjectivesOpen() { IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNoObjectivesOpen = pActionMapMan->CreateActionFilter("no_objectives_open", eAFT_ActionFail); m_pFilterNoObjectivesOpen->Filter(scores); }
void CGameActions::CreateFilterHostMigration() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterHostMigration = pActionMapMan->CreateActionFilter("hostmigration", eAFT_ActionPass); CommonCreateFilterFreeze(m_pFilterHostMigration); }
void CGameActions::CreateFilterFreezeTime() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterFreezeTime = pActionMapMan->CreateActionFilter("freezetime", eAFT_ActionPass); CommonCreateFilterFreeze(m_pFilterFreezeTime); }
void CGameActions::CreateFilterCutsceneNoPlayer() { IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterCutsceneNoPlayer = pActionMapMan->CreateActionFilter("cutscene_no_player", eAFT_ActionPass); m_pFilterCutsceneNoPlayer->Filter(loadLastSave); m_pFilterCutsceneNoPlayer->Filter(load); }
void CGameActions::CreateFilterMPChat() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterMPChat = pActionMapMan->CreateActionFilter("mp_chat", eAFT_ActionPass); // Disabled all actions when typing a chat message, add any exceptions here }
EContextEstablishTaskResult OnStep( SContextEstablishState& state ) { IActionMapManager *pActionMapMan = CCryAction::GetCryAction()->GetIActionMapManager(); pActionMapMan->Enable(false); pActionMapMan->EnableActionMap("player", true); pActionMapMan->EnableFilter(0, false); // disable all actionfilters return eCETR_Ok; }
void CGameActions::CreateFilterUseKeyOnly() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterUseKeyOnly = pActionMapMan->CreateActionFilter("useKeyOnly", eAFT_ActionPass); m_pFilterUseKeyOnly->Filter(use); }
void CGameActions::CreateFilterTweakMenu() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterTweakMenu = pActionMapMan->CreateActionFilter("tweak_menu_active", eAFT_ActionFail); m_pFilterTweakMenu->Filter(toggle_explosive); m_pFilterTweakMenu->Filter(toggle_weapon); m_pFilterTweakMenu->Filter(toggle_grenade); }
void CGameActions::CreateFilterNotYetSpawned() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterNotYetSpawned = pActionMapMan->CreateActionFilter("not_yet_spawned", eAFT_ActionFail); m_pFilterNotYetSpawned->Filter(binoculars); m_pFilterNotYetSpawned->Filter(zoom); m_pFilterNotYetSpawned->Filter(xi_zoom); }
void CGameActions::CreateItemPickup() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterItemPickup = pActionMapMan->CreateActionFilter("ItemPickup", eAFT_ActionFail); m_pFilterItemPickup->Filter(use); m_pFilterItemPickup->Filter(heavyweaponremove); m_pFilterItemPickup->Filter(itemPickup); }
void CGameActions::CreateFilterStrikePointer() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterStrikePointer = pActionMapMan->CreateActionFilter("strikePointerDeployed", eAFT_ActionFail); m_pFilterStrikePointer->Filter(attack1); m_pFilterStrikePointer->Filter(attack1_xi); }
void CUIInput::UnloadEventSystem() { if ( gEnv->pGame && gEnv->pGame->GetIGameFramework() && gEnv->pGame->GetIGameFramework()->GetIActionMapManager() ) { IActionMapManager* pAmMgr = gEnv->pGame->GetIGameFramework()->GetIActionMapManager(); pAmMgr->RemoveExtraActionListener( this ); } }
void CGameActions::CreateFilterIngameMenu() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterIngameMenu = pActionMapMan->CreateActionFilter("ingame_menu", eAFT_ActionPass); // Disabled all actions when in ingame menu, add any exceptions here // Menu actions m_pFilterIngameMenu->Filter(menu_open_customizeweapon); m_pFilterIngameMenu->Filter(menu_close_customizeweapon); m_pFilterIngameMenu->Filter(menu_friends_open); m_pFilterIngameMenu->Filter(menu_map_zoomout); m_pFilterIngameMenu->Filter(menu_map_zoomin); m_pFilterIngameMenu->Filter(menu_scrollup); m_pFilterIngameMenu->Filter(menu_scrolldown); m_pFilterIngameMenu->Filter(menu_fcommand1); m_pFilterIngameMenu->Filter(menu_fcommand2); m_pFilterIngameMenu->Filter(menu_switchtab_left); m_pFilterIngameMenu->Filter(menu_switchtab_right); m_pFilterIngameMenu->Filter(menu_toggle_barrel); m_pFilterIngameMenu->Filter(menu_toggle_bottom); m_pFilterIngameMenu->Filter(menu_toggle_scope); m_pFilterIngameMenu->Filter(menu_toggle_ammo); m_pFilterIngameMenu->Filter(menu_confirm); m_pFilterIngameMenu->Filter(menu_confirm2); m_pFilterIngameMenu->Filter(menu_back); m_pFilterIngameMenu->Filter(menu_exit); m_pFilterIngameMenu->Filter(menu_delete); m_pFilterIngameMenu->Filter(menu_apply); m_pFilterIngameMenu->Filter(menu_default); m_pFilterIngameMenu->Filter(menu_back_select); m_pFilterIngameMenu->Filter(menu_input_1); m_pFilterIngameMenu->Filter(menu_input_2); m_pFilterIngameMenu->Filter(menu_assetpause); m_pFilterIngameMenu->Filter(menu_assetzoom); m_pFilterIngameMenu->Filter(menu_up); m_pFilterIngameMenu->Filter(menu_down); m_pFilterIngameMenu->Filter(menu_left); m_pFilterIngameMenu->Filter(menu_right); m_pFilterIngameMenu->Filter(voice_chat_talk); m_pFilterIngameMenu->Filter(skip_cutscene); m_pFilterIngameMenu->Filter(skip_loadingscreen); m_pFilterIngameMenu->Filter(skip_loadingscreen_switched); }
void CUIInput::UnloadEventSystem() { if (g_pGame && g_pGame->GetIGameFramework()) { IActionMapManager* pAMMgr = g_pGame->GetIGameFramework()->GetIActionMapManager(); if (pAMMgr) { pAMMgr->RemoveAlwaysActionListener(shared_from_this()); } } }
void CGameActions::CreateTutorialNoMove() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterWarningPopup = pActionMapMan->CreateActionFilter("tutorial_no_move", eAFT_ActionFail); m_pFilterWarningPopup->Filter(moveforward); m_pFilterWarningPopup->Filter(moveback); m_pFilterWarningPopup->Filter(moveleft); m_pFilterWarningPopup->Filter(moveright); m_pFilterWarningPopup->Filter(xi_movey); m_pFilterWarningPopup->Filter(xi_movex); }
void CGameActions::CreateFilterVehicleNoSeatChangeAndExit() { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); m_pFilterVehicleNoSeatChangeAndExit = pActionMapMan->CreateActionFilter("vehicle_no_seat_change_and_exit", eAFT_ActionFail); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_exit); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat1); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat2); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat3); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat4); m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat5); }