void CCinematicInput::DisablePlayerForCutscenes() { CActor* pClientActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetClientActor()); if (pClientActor) { CRY_ASSERT(pClientActor->GetActorClass() == CPlayer::GetActorClassType()); CPlayer* pClientPlayer = static_cast<CPlayer*>(pClientActor); pClientPlayer->StateMachineHandleEventMovement( SStateEventCutScene( true ) ); } g_pGameActions->FilterCutsceneNoPlayer()->Enable(true); g_pGame->GetIGameFramework()->GetIActionMapManager()->EnableActionMap( "player_cine" , true ); }
void CCinematicInput::ReEnablePlayerAfterCutscenes() { CActor* pClientActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetClientActor()); if (pClientActor) { CRY_ASSERT(pClientActor->GetActorClass() == CPlayer::GetActorClassType()); CPlayer* pClientPlayer = static_cast<CPlayer*>(pClientActor); if (m_bMutedAudioForCutscene) { uint32 playerFlags = pClientPlayer->GetEntity()->GetFlagsExtended(); pClientPlayer->GetEntity()->SetFlagsExtended(playerFlags & ~ENTITY_FLAG_EXTENDED_AUDIO_DISABLED); } pClientPlayer->StateMachineHandleEventMovement( SStateEventCutScene( false ) ); } g_pGameActions->FilterCutsceneNoPlayer()->Enable(false); g_pGame->GetIGameFramework()->GetIActionMapManager()->EnableActionMap( "player_cine" , false ); }