예제 #1
0
void CScriptGameObject::set_sight		(const CMemoryInfo *memory_object, bool	torso_look)
{
	CAI_Stalker					*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker)
		ai().script_engine().script_log					(ScriptStorage::eLuaMessageTypeError,"CSightManager : cannot access class member set_sight!");
	else
		stalker->sight().setup	(memory_object,torso_look);
}
예제 #2
0
void CScriptGameObject::set_sight		(SightManager::ESightType sight_type, const Fvector *vector3d)
{
	CAI_Stalker					*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker)
		ai().script_engine().script_log					(ScriptStorage::eLuaMessageTypeError,"CSightManager : cannot access class member set_sight!");
	else
		stalker->sight().setup	(sight_type,vector3d);
}
예제 #3
0
void CScriptGameObject::set_sight		(CScriptGameObject *object_to_look, bool torso_look, bool fire_object, bool no_pitch)
{
	CAI_Stalker					*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker)
		ai().script_engine().script_log					(ScriptStorage::eLuaMessageTypeError,"CSightManager : cannot access class member set_sight!");
	else
		stalker->sight().setup	(CSightAction(&object_to_look->object(),torso_look,fire_object,no_pitch));
}
예제 #4
0
CSightParams CScriptGameObject::sight_params	()
{
	CAI_Stalker						*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker) {
		ai().script_engine().script_log			(ScriptStorage::eLuaMessageTypeError,"CAI_Stalker : cannot access class member sight_params!");

		CSightParams				result;
		result.m_object				= 0;
		result.m_vector				= Fvector().set(flt_max,flt_max,flt_max);
		result.m_sight_type			= SightManager::eSightTypeDummy;
		return						(result);
	}

	const CSightControlAction		&action = stalker->sight().current_action();
	CSightParams					result;
	result.m_sight_type				= action.sight_type();
	result.m_object					= action.object_to_look() ? action.object_to_look()->lua_game_object() : 0;
	result.m_vector					= action.vector3d();
	return							(result);
}
TEMPLATE_SPECIALIZATION
void _detail::callback		(CBoneInstance *B)
{
	CAI_Stalker*			A = static_cast<CAI_Stalker*>(B->Callback_Param);
	VERIFY					(_valid(B->mTransform));
	Fvector c				= B->mTransform.c;
	Fmatrix					spin;
	float					yaw_factor = 0, pitch_factor = 0;
	if (A->sight().use_torso_look()) {
		yaw_factor			= yaw_factor_fire/100.f;
		pitch_factor		= pitch_factor_fire/100.f;
	}
	else {
		yaw_factor			= yaw_factor_non_fire/100.f;
		pitch_factor		= pitch_factor_non_fire/100.f;
	}

	float					effector_yaw = 0.f, effector_pitch = 0.f;
	if (A->weapon_shot_effector().IsActive()) {
		Fvector				temp;
		A->weapon_shot_effector().GetDeltaAngle(temp);
		effector_yaw		= temp.y;
		VERIFY				(_valid(effector_yaw));
		effector_pitch		= temp.x;
		VERIFY				(_valid(effector_pitch));
	}

	VERIFY					(_valid(A->movement().head_orientation().current.yaw));
	VERIFY					(_valid(A->movement().body_orientation().current.yaw));
	VERIFY					(_valid(A->NET_Last.o_torso.pitch));

	float					yaw		= angle_normalize_signed(-yaw_factor * angle_normalize_signed(A->movement().head_orientation().current.yaw + effector_yaw - (A->movement().body_orientation().current.yaw)));
	float					pitch	= angle_normalize_signed(-pitch_factor * angle_normalize_signed(A->NET_Last.o_torso.pitch + effector_pitch));
	VERIFY					(_valid(yaw));
	VERIFY					(_valid(pitch));

	spin.setXYZ				(pitch, yaw, 0);
	VERIFY					(_valid(spin));
	B->mTransform.mulA_43	(spin);
	B->mTransform.c			= c;
}