//------------------------------------------------------------------------ void CVehicleSeatActionMovement::OnAction(const TVehicleActionId actionId, int activationMode, float value) { if (actionId == eVAI_MoveForward) m_actionForward = value; else if (actionId == eVAI_MoveBack) m_actionForward = -value; IVehicleMovement* pMovement = m_pVehicle->GetMovement(); CRY_ASSERT(pMovement); pMovement->OnAction(actionId, activationMode, value); }
//------------------------------------------------------------------------ void CVehicleSeatActionMovement::StopUsing() { IActorSystem* pActorSystem = CCryAction::GetCryAction()->GetIActorSystem(); CRY_ASSERT(pActorSystem); IVehicleMovement* pMovement = m_pVehicle->GetMovement(); if (!pMovement) return; CRY_ASSERT(m_pSeat); // default to continuing for a bit m_delayedStop = 0.8f; IActor* pActor = pActorSystem->GetActor(m_pSeat->GetPassenger()); if (pActor && pActor->IsPlayer()) { // if stopped already don't go anywhere IPhysicalEntity* pPhys = m_pVehicle->GetEntity()->GetPhysics(); pe_status_dynamics status; if (pPhys && pPhys->GetStatus(&status)) { if (status.v.GetLengthSquared() < 25.0f) m_delayedStop = 0.0f; } if (m_actionForward > 0.0f) m_delayedStop = 1.5f; if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air) m_delayedStop *= 2.0f; m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate); // prevent full pedal being kept pressed, but give it a bit pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 0.1f); } else { if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air) { m_delayedStop = 0.0f; m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate); } else { pMovement->StopDriving(); } } }
virtual void ProcessEvent(EFlowEvent flowEvent, SActivationInfo* pActivationInfo) { if (flowEvent == eFE_Activate && IsPortActive(pActivationInfo, EIP_StartDriving)) { IEntity* pEntity = pActivationInfo->pEntity; if(!pEntity) return; IVehicle* pVehicle; pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() ); if(!pVehicle || pVehicle->IsDestroyed()) { return; } IVehicleMovement* pMovement = pVehicle->GetMovement(); if (!pMovement) return; CVehicleMovementBase* pMovementBase = StaticCast_CVehicleMovementBase(pMovement); if (!pMovementBase) return; IActor* pPlayer = g_pGame->GetIGameFramework()->GetClientActor(); if (!pPlayer) return; const EntityId localPlayer = pPlayer->GetEntityId(); if (pVehicle->GetSeatCount() == 0) // Don't need to remotely enter { pMovement->StartDriving(localPlayer); } else { pVehicle->EvictAllPassengers(); IVehicleSeat* pSeat = pVehicle->GetSeatById(1); if (pSeat) { // Can't use remote entering to control otherwise if vehicle blows up, player dies //pSeat->EnterRemotely(localPlayer); pMovement->StartDriving(localPlayer); m_prevSeatLockStatus = pSeat->GetLockedStatus(); pSeat->SetLocked(eVSLS_Locked); } } m_fDuration = GetPortFloat(pActivationInfo, EIP_Time); m_fSpeed = GetPortFloat(pActivationInfo, EIP_Speed); m_actInfo = *pActivationInfo; m_entityId = pEntity->GetId(); SetActive(true); } else if (flowEvent == eFE_Update) { if (!m_bActive) { if (m_bNeedsCleanup) { Cleanup(); } return; } IEntity* pEntity = pActivationInfo->pEntity; if(!pEntity) { SetActive(false); return; } IVehicle* pVehicle; pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() ); if(!pVehicle || pVehicle->IsDestroyed()) { SetActive(false); return; } const float curTime = gEnv->pTimer->GetFrameStartTime().GetSeconds(); if ((curTime - m_fStartedTime) >= m_fDuration) { SetActive(false); ActivateOutput(pActivationInfo, EOP_TimeComplete, true); } else // Update every frame { IVehicleMovement* pMovement = pVehicle->GetMovement(); if (pMovement) { // prevent full pedal being kept pressed, but give it a bit pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 1.0f); } } } }