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(); } }
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()); } }