void CVehicleModificationParams::InitModification( XmlNodeRef xmlModificationData )
{
	assert( xmlModificationData );

	bool hasParentModification = xmlModificationData->haveAttr( "parent" );
	if ( hasParentModification )
	{
		XmlNodeRef xmlModificationsGroup = xmlModificationData->getParent();

		const char* parentModificationName = xmlModificationData->getAttr( "parent" );
		XmlNodeRef xmlParentModificationData = FindModificationNodeByName( parentModificationName, xmlModificationsGroup );
		if ( xmlParentModificationData && ( xmlParentModificationData != xmlModificationData ) )
		{
			InitModification( xmlParentModificationData );
		}
	}

	XmlNodeRef xmlElemsGroup = xmlModificationData->findChild( "Elems" );
	if ( ! xmlElemsGroup )
	{
		return;
	}

	for ( int i = 0; i < xmlElemsGroup->getChildCount(); ++i )
	{
		XmlNodeRef xmlElem = xmlElemsGroup->getChild( i );

		InitModificationElem( xmlElem );
	}
}
コード例 #2
0
void SFireParams::Reset(const XmlNodeRef& paramsNode, bool defaultInit/*=true*/)
{
	CryFixedStringT<32> ammo_type = "";
	CryFixedStringT<32> ammo_spawn_type = "";

	if (defaultInit)
	{
		suffix = "";
		suffixAG = "";
		tag = "";
		rate = 400;
		fake_fire_rate = 0;
		minimum_ammo_count = 0;
		clip_size = 30;
		max_clips = 20;
		hit_type = "bullet";

		hitTypeId = 0;

		changeFMFireDelayFraction = 0.0f;
		endReloadFraction = 1.0f;
		fillAmmoReloadFraction = 1.0f;
		useLowAmmoWarning = true;
		autoReload = true;
		autoSwitch = true;
		lowAmmoWarningFraction = 0.1f;
		offset = 0.15f;      
		stabilization = 0.2f;
		speed_override = 0.0f;
		stealthEnergyDrainMultiplier = 1.0f;
		bullet_chamber = 0;
		hasEmptyReload = false;
		damage = 32;
		damage_drop_per_meter = 0.0f;
		damage_drop_min_distance = 0.0f;
		damage_drop_min_damage = 0.0f;
		point_blank_amount = 1.0f;
		point_blank_distance = 0.0f;
		point_blank_falloff_distance = 0.0f;
		secondary_damage = false;
		ai_infiniteAmmo = false;
		ai_vs_player_damage = 32;
		ai_reload_time = 2.5f;
		crosshair = eHCH_Normal;
		no_cock	= true;
		helper[0] = "";
		helper[1] = "";
		barrel_count = 1;

		spin_up_time = 0.0f;
		spin_down_time = 0.0f;
		fire_anim_damp = 1.0f;
		ironsight_fire_anim_damp = 1.0f;
		holdbreath_fire_anim_damp = 0.5f;
		holdbreath_ffeedback_damp = 0.5f;

		knocks_target = false;
		min_damage_for_knockDown = 0;
		knockdown_chance_leg = 0;
		min_damage_for_knockDown_leg = 0;
		bullet_pierceability_modifier = 0;
		is_silenced = false;
		ignore_damage_falloff = false;
		laser_beam_uses_spread = false;

		muzzleFromFiringLocator = false;
	}

	if (paramsNode)
	{
		CGameXmlParamReader reader(paramsNode);

		suffix = reader.ReadParamValue("suffix", suffix.c_str());
		suffixAG = reader.ReadParamValue("suffixAG", suffixAG.c_str());
		tag = reader.ReadParamValue("tag", tag.c_str());
		reader.ReadParamValue<short>("rate", rate);
		reader.ReadParamValue<short>("fake_fire_rate", fake_fire_rate);
		reader.ReadParamValue<short>("minimum_ammo_count", minimum_ammo_count);
		reader.ReadParamValue<short>("clip_size", clip_size);
		reader.ReadParamValue<short>("max_clips", max_clips);
		hit_type = reader.ReadParamValue("hit_type", hit_type.c_str());
		ammo_type = reader.ReadParamValue("ammo_type", ammo_type.c_str());
		ammo_spawn_type = reader.ReadParamValue("ammo_spawn_type", ammo_spawn_type.c_str());

		reader.ReadParamValue<float>("changeFMFireDelayFraction", changeFMFireDelayFraction);
		reader.ReadParamValue<float>("endReloadFraction", endReloadFraction);
		reader.ReadParamValue<float>("fillAmmoReloadFraction", fillAmmoReloadFraction);
		reader.ReadParamValue<bool>("useLowAmmoWarning", useLowAmmoWarning);
		reader.ReadParamValue<bool>("autoReload", autoReload);
		reader.ReadParamValue<bool>("autoSwitch", autoSwitch);
		reader.ReadParamValue<float>("lowAmmoWarningFraction", lowAmmoWarningFraction);
		reader.ReadParamValue<float>("offset", offset);
		reader.ReadParamValue<float>("stabilization", stabilization);
		reader.ReadParamValue<float>("speed_override", speed_override);
		reader.ReadParamValue<float>("stealthEnergyDrainMultiplier", stealthEnergyDrainMultiplier);

#ifndef _RELEASE
		if (!defaultInit && endReloadFraction < fillAmmoReloadFraction)
		{
			const char* weaponName = "";
			for (XmlNodeRef currentNode = paramsNode;;currentNode=currentNode->getParent())
			{
				if (currentNode->getParent())
					continue;
				weaponName = currentNode->getAttr("name");
				break;
			}
			XmlNodeRef fireModeNode = paramsNode->getParent();
			const char* fireModeName = fireModeNode->getAttr("name");
			gEnv->pLog->LogWarning(
				"endReloadFraction is smaller than fillAmmoReloadFraction on '%s' at '%s'",
				weaponName, fireModeName);
		}
#endif
		endReloadFraction = max(endReloadFraction, fillAmmoReloadFraction);
		
		int bulletChamber = 0;
		if (reader.ReadParamValue<int>("bullet_chamber", bulletChamber))
		{
			bullet_chamber = (uint8)bulletChamber;
		}
		
		reader.ReadParamValue<bool>("hasEmptyReload", hasEmptyReload);
		
		reader.ReadParamValue<int>("damage", damage);
		reader.ReadParamValue<float>("damage_drop_per_meter", damage_drop_per_meter);
		reader.ReadParamValue<float>("damage_drop_min_distance", damage_drop_min_distance);
		reader.ReadParamValue<float>("damage_drop_min_damage", damage_drop_min_damage);
		reader.ReadParamValue<float>("point_blank_amount", point_blank_amount);
		reader.ReadParamValue<float>("point_blank_distance", point_blank_distance);
		reader.ReadParamValue<float>("point_blank_falloff_distance", point_blank_falloff_distance);

		reader.ReadParamValue<bool>("secondary_damage", secondary_damage);
		reader.ReadParamValue<bool>("ai_infiniteAmmo", ai_infiniteAmmo);
		reader.ReadParamValue<int>("ai_vs_player_damage", ai_vs_player_damage);

		reader.ReadParamValue<float>("ai_reload_time", ai_reload_time);

		int crosshairType = (ECrosshairTypes)eHCH_Normal;
		if (reader.ReadParamValue<int>("crosshair", crosshairType))
		{
			crosshair = (ECrosshairTypes)crosshairType;
		}

		reader.ReadParamValue<bool>("no_cock", no_cock);

		helper[0] = reader.ReadParamValue("helper_fp", helper[0].c_str());
		helper[1] = reader.ReadParamValue("helper_tp", helper[1].c_str());

		reader.ReadParamValue<short>("barrel_count", barrel_count);

		reader.ReadParamValue<float>("spin_up_time", spin_up_time);
		reader.ReadParamValue<float>("spin_down_time", spin_down_time);
		reader.ReadParamValue<float>("fire_anim_damp", fire_anim_damp);
		reader.ReadParamValue<float>("ironsight_fire_anim_damp", ironsight_fire_anim_damp);
		reader.ReadParamValue<float>("holdbreath_fire_anim_damp", holdbreath_fire_anim_damp);
		reader.ReadParamValue<float>("holdbreath_ffeedback_damp", holdbreath_ffeedback_damp);

		reader.ReadParamValue<bool>("knocks_target", knocks_target);
		reader.ReadParamValue<float>("min_damage_for_knockDown", min_damage_for_knockDown);
		reader.ReadParamValue<int>("knockdown_chance_leg", knockdown_chance_leg);
		reader.ReadParamValue<float>("min_damage_for_knockDown_leg", min_damage_for_knockDown_leg);

		int pierceabilityMod = 0;
		reader.ReadParamValue<int>("bullet_pierceability_modifier", pierceabilityMod);
		bullet_pierceability_modifier = (int8)pierceabilityMod;

		reader.ReadParamValue<bool>("is_silenced", is_silenced);
		reader.ReadParamValue<bool>("muzzleFromFiringLocator", muzzleFromFiringLocator);
		reader.ReadParamValue<bool>("ignore_damage_falloff", ignore_damage_falloff);
		reader.ReadParamValue<bool>("laser_beam_uses_spread", laser_beam_uses_spread);
	}

	if (defaultInit || !ammo_type.empty())
	{
		ammo_type_class = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo_type.c_str());
	}

	spawn_ammo_class = 0;
	if (defaultInit || !ammo_spawn_type.empty())
	{
		spawn_ammo_class = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo_spawn_type.c_str());
	}
	if (spawn_ammo_class == 0)
	{
		spawn_ammo_class = ammo_type_class;
	}
}