int CScriptBind_Physics::RegisterExplosionShape(IFunctionHandler *pH,const char *sGeometryFile,float fSize,int nIdMaterial,float fProbability,
																								const char *sSplintersFile, float fSplintersOffset, const char *sSplintersCloudEffect)
{
	//////////////////////////////////////////////////////////////////////////
	// Remove all this.
	//////////////////////////////////////////////////////////////////////////
	IStatObj *pObj = gEnv->p3DEngine->LoadStatObj( sGeometryFile,"#ForceBreakable",NULL,false );
	if (!pObj || pObj->IsDefaultObject())
	{
		ScriptWarning( "<RegisterExplosionShape> Object file %s not found",sGeometryFile );
		return pH->EndFunction();
	}
	pObj->AddRef();
	pObj->GetIndexedMesh(true); // prepare idxMesh now 

	if(sSplintersFile && *sSplintersFile!=0)			// if sSplintersFile was specified
	{
		IStatObj *pSplinters = gEnv->p3DEngine->LoadStatObj(sSplintersFile,NULL,NULL,false);
		if (pSplinters)
		{
			pObj->SetSubObjectCount(pObj->GetSubObjectCount()+1);
			IStatObj::SSubObject *pSubObj = pObj->GetSubObject(pObj->GetSubObjectCount()-1);
			pSubObj->nType = STATIC_SUB_OBJECT_MESH;
			pSubObj->bHidden = true;
			pSubObj->name = "splinters";
			(pSubObj->pStatObj = pSplinters)->AddRef();
			pSubObj->helperSize.x = fSplintersOffset;
			nIdMaterial |= 1<<16;

			if (*sSplintersCloudEffect)
			{
				pSplinters->SetSubObjectCount(pSplinters->GetSubObjectCount()+1);
				pSplinters->SetFlags(pSplinters->GetFlags() & ~STATIC_OBJECT_COMPOUND);
				pSubObj = pSplinters->GetSubObject(pSplinters->GetSubObjectCount()-1);
				pSubObj->nType = STATIC_SUB_OBJECT_DUMMY;
				pSubObj->bHidden = true;
				pSubObj->name = "splinters_cloud";
				pSubObj->properties = sSplintersCloudEffect;
			}
		}
	}

	phys_geometry *pPhysGeom = pObj->GetPhysGeom();
	if (pPhysGeom)
	{
		m_pPhysicalWorld->AddExplosionShape( pPhysGeom->pGeom,fSize,nIdMaterial,fProbability );
	}
	return pH->EndFunction();
}
예제 #2
0
//------------------------------------------------------------------------
bool CVehiclePartAnimated::ChangeState(EVehiclePartState state, int flags)
{
	if ((state == eVGS_Default) && m_initialiseOnChangeState)
	{
		// Initialise!
		// Having to do this because of the way the glass code
		// swaps a cstatobj. The way the vehicle code stores its
		// statobj in m_intactStatObjs is going to need reviewing
		if (m_pCharInstance)
		{
			ISkeletonPose*    pSkeletonPose                     = m_pCharInstance->GetISkeletonPose();
			IDefaultSkeleton &rIDefaultSkeleton                 = m_pCharInstance->GetIDefaultSkeleton();
			ISkeletonPose*    pSkeletonPoseDestroyed            = m_pCharInstanceDestroyed ? m_pCharInstanceDestroyed->GetISkeletonPose() : NULL;
			IDefaultSkeleton* pICharacterModelSkeletonDestroyed = m_pCharInstanceDestroyed ? &m_pCharInstanceDestroyed->GetIDefaultSkeleton() : NULL;
			if (pSkeletonPose)
			{
				const bool bDestroyedSkelExists = pSkeletonPoseDestroyed && pICharacterModelSkeletonDestroyed;
				for (uint32 i = 0; i < rIDefaultSkeleton.GetJointCount(); i++)
				{
					if (IStatObj* pStatObjIntact = pSkeletonPose->GetStatObjOnJoint(i))
					{
						const char* jointName = rIDefaultSkeleton.GetJointNameByID(i);

						if (m_intactStatObjs.find(CONST_TEMP_STRING(jointName)) == m_intactStatObjs.end())
						{
							m_intactStatObjs.insert(TStringStatObjMap::value_type(jointName, pStatObjIntact));
						}

						// tell the streaming engine to stream destroyed version together with non destroyed
						if (bDestroyedSkelExists && i < pICharacterModelSkeletonDestroyed->GetJointCount())
						{
							if (IStatObj* pStatObjIntactDestroyed = pSkeletonPoseDestroyed->GetStatObjOnJoint(i))
							{
								pStatObjIntact->SetStreamingDependencyFilePath(pStatObjIntactDestroyed->GetFilePath());
							}
						}
					}
				}
			}
		}
		m_initialiseOnChangeState = false;
	}

	bool change = CVehiclePartBase::ChangeState(state, flags);

	if (state == eVGS_Default && !change)
	{
		// need to restore state if one of the children is in higher state
		EVehiclePartState maxState = GetMaxState();

		if (maxState > m_state)
			change = true;
	}

	if (!change)
	{
		return false;
	}

	if (state == eVGS_Destroyed)
	{
		if (m_ignoreDestroyedState)
			return false;

		if (m_pCharInstance && m_pCharInstanceDestroyed)
		{
			ISkeletonPose*    pSkeletonPose     = m_pCharInstance->GetISkeletonPose();
			IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton();
			if (pSkeletonPose)
			{
				IMaterial* pDestroyedMaterial = m_pVehicle->GetDestroyedMaterial();

				for (uint32 i = 0; i < rIDefaultSkeleton.GetJointCount(); i++)
				{
					if (IStatObj* pStatObjIntact = pSkeletonPose->GetStatObjOnJoint(i))
					{
						const char* jointName = rIDefaultSkeleton.GetJointNameByID(i);
						IStatObj*   pStatObj  = GetDestroyedGeometry(jointName);

						// sets new StatObj to joint, if null, removes it.
						// object whose name includes "proxy" are not removed.
						if (pStatObj || !strstr(jointName, "proxy"))
						{
							SetCGASlot(i, pStatObj);

							if (pStatObj && !pDestroyedMaterial)
							{
								if (IMaterial* pMaterial = pStatObj->GetMaterial())
									SetMaterial(pMaterial);
							}

#if ENABLE_VEHICLE_DEBUG
							if (IsDebugParts())
							{
								CryLog("swapping StatObj on joint %u (%s) -> %s", i, jointName, pStatObj ? pStatObj->GetGeoName() : "<NULL>");
							}
#endif
						}
					}
				}

				FlagSkeleton(pSkeletonPose, rIDefaultSkeleton);

				for (TStringVehiclePartMap::iterator ite = m_jointParts.begin(); ite != m_jointParts.end(); ++ite)
				{
					IVehiclePart* pPart = ite->second;
					pPart->ChangeState(state, flags | eVPSF_Physicalize);
				}

				CryCharAnimationParams animParams;
				animParams.m_nFlags |= CA_LOOP_ANIMATION;
				// pSkeleton->SetRedirectToLayer0(1);
				// pSkeleton->StartAnimation("Default",0,  0,0, animParams);  // [MR: commented out on Ivos request]

				if (pDestroyedMaterial)
				{
					SetMaterial(pDestroyedMaterial);
				}
			}
		}
	}
	else if (state == eVGS_Default)
	{
		if (m_pCharInstance && m_pCharInstanceDestroyed)
		{
			// reset material (in case we replaced it with the destroyed material)
			IMaterial* pMaterial = m_pVehicle->GetPaintMaterial();
			if (!pMaterial)
			{
				// no paint, so revert to the material already set on the character
				pMaterial = m_pCharInstance->GetIMaterial();
			}
			if (pMaterial)
			{
				SetMaterial(pMaterial);
			}

			IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton();
			{
				for (TStringStatObjMap::iterator ite = m_intactStatObjs.begin(); ite != m_intactStatObjs.end(); ++ite)
				{
					const string &jointName = ite->first;
					IStatObj*     pStatObj  = ite->second;

					int16 jointId = rIDefaultSkeleton.GetJointIDByName(jointName.c_str());
					if (jointId > -1)
					{
						// if compound StatObj (from deformation), use first SubObj for restoring
						if (pStatObj != NULL)
						{
							if (!pStatObj->GetRenderMesh() && pStatObj->GetSubObjectCount() > 0)
							{
								pStatObj = pStatObj->GetSubObject(0)->pStatObj;
							}

							SetCGASlot(jointId, pStatObj);

#if ENABLE_VEHICLE_DEBUG
							if (IsDebugParts())
								CryLog("restoring StatObj on joint %i (%s) -> %s", jointId, jointName.c_str(), pStatObj ? pStatObj->GetGeoName() : "<NULL>");
#endif
						}

						TStringVehiclePartMap::iterator it = m_jointParts.find(jointName);
						if (it != m_jointParts.end())
						{
							it->second->ChangeState(state, flags & ~eVPSF_Physicalize | eVPSF_Force);
						}
					}
				}
				flags |= eVPSF_Physicalize;
			}
		}
	}

	m_state = state;

	// physicalize after all parts have been restored
	if (flags & eVPSF_Physicalize && GetEntity()->GetPhysics())
	{
		Physicalize();
		for (TStringVehiclePartMap::iterator it = m_jointParts.begin(); it != m_jointParts.end(); ++it)
		{
			it->second->Physicalize();
		}
	}

	return true;
}
예제 #3
0
//--------------------------------------------------------------------------------------------------
// Name: ExtractPhysDataFromEvent
// Desc: Extracts collider's physical data from an event
// Note 1: Ideally *ALL* of this should be calculated offline and the minimal data loaded
// Note 2: We're currently duplicating some work done in CryAction, so should be reading that in
//--------------------------------------------------------------------------------------------------
bool CBreakableGlassSystem::ExtractPhysDataFromEvent(const EventPhysCollision& physEvent, SBreakableGlassPhysData& data, SBreakableGlassInitParams& initParams)
{
	if (IPhysicalEntity* pPhysEntity = physEvent.pEntity[PHYSEVENT_COLLIDEE])
	{
		// Get collider entity data
		const int entType = pPhysEntity->GetiForeignData();
		const int entPart = physEvent.partid[PHYSEVENT_COLLIDEE];

		// Local output data
		IStatObj* pStatObj = NULL;
		IMaterial* pRenderMat = NULL;
		phys_geometry* pPhysGeom = NULL;
		uint renderFlags = 0;

		Matrix34A entityMat;
		entityMat.SetIdentity();

		// Only handling simple objects at the moment
		const pe_type physType = pPhysEntity->GetType();

		if (physType == PE_STATIC || physType == PE_RIGID)
		{
			// Entity or static object?
			if (entType == PHYS_FOREIGN_ID_ENTITY)
			{
				IEntity* pEntity = (IEntity*)pPhysEntity->GetForeignData(PHYS_FOREIGN_ID_ENTITY);

				pStatObj = pEntity->GetStatObj(entPart);
				entityMat = pEntity->GetSlotWorldTM(entPart);

				if (IEntityRenderProxy* pRenderProxy = (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER))
				{
					pRenderMat = pRenderProxy->GetRenderMaterial(entPart);

					IRenderNode* pRenderNode = pRenderProxy->GetRenderNode();
					renderFlags = pRenderNode ? pRenderNode->GetRndFlags() : 0;

					// Fall back to top level material if sub-object fails to find it
					if (!pRenderMat)
					{
						pRenderMat = pRenderProxy->GetRenderMaterial();

						if (!pRenderMat && pStatObj)
						{
							pRenderMat = pStatObj->GetMaterial();
						}
					}
				}
			}
			else if (entType == PHYS_FOREIGN_ID_STATIC)
			{
				if (IRenderNode* pBrush = (IRenderNode*)physEvent.pForeignData[PHYSEVENT_COLLIDEE])
				{
					pStatObj = pBrush->GetEntityStatObj(0, 0, &entityMat);
					pRenderMat = pBrush->GetMaterial();
					renderFlags = pBrush->GetRndFlags();

					// May need to get sub-object and it's material
					if (pStatObj && pStatObj->GetFlags() & STATIC_OBJECT_COMPOUND)
					{
						if (IStatObj::SSubObject* pSubObj = pStatObj->GetSubObject(entPart))
						{
							pStatObj = pSubObj->pStatObj;

							if (!pSubObj->bIdentityMatrix)
							{
								entityMat = entityMat * pSubObj->tm;
							}

							// Find the correct sub-material
							// Note: We loop as the slots don't always line up
							const int subMtlCount = pRenderMat->GetSubMtlCount();
							for (int i = 0; i < subMtlCount; ++i)
							{
								if (IMaterial* pSubMat = pRenderMat->GetSubMtl(i))
								{
									if (pSubMat->GetSurfaceTypeId() == initParams.surfaceTypeId)
									{
										pRenderMat = pSubMat;
										break;
									}
								}
							}
						}
					}
				}
			}
		}

		// Validate geometry of collided object
		pPhysGeom = pStatObj ? pStatObj->GetPhysGeom() : NULL;
		IGeometry* pGeom = pPhysGeom ? pPhysGeom->pGeom : NULL;
		bool validGeom = false;

		primitives::box bbox;
		int thinAxis;

		if (pGeom)
		{
			// Determine thin geometry axis for glass alignment
			pGeom->GetBBox(&bbox);
			thinAxis = idxmin3((float*)&bbox.size);

			// Handle geometry mesh type
			switch (pGeom->GetType())
			{
			case GEOM_TRIMESH:
				// Perform full mesh analysis and extraction
				if (mesh_data* pPhysMeshData = (mesh_data*)pGeom->GetData())
				{
					if (ValidatePhysMesh(pPhysMeshData, thinAxis) && ExtractPhysMesh(pPhysMeshData, thinAxis, bbox, data.defaultFrag))
					{
						validGeom = true;
					}
				}
				break;

			case GEOM_BOX:
				// Simple box, so assume valid
				validGeom = true;
				break;

			default:
				// Only support boxes and tri-meshes
				break;
			}
		}

		// Invalid geometry, so can't continue
		if (!validGeom)
		{
			pPhysGeom = NULL;
		}

		// Attempt UV coord extraction from render mesh
		else
		{	
			ExtractUVCoords(pStatObj, bbox, thinAxis, data);
		}

		// Copy final data
		data.pStatObj = pStatObj;
		data.pPhysGeom = pPhysGeom;
		data.renderFlags = renderFlags;
		data.entityMat = entityMat;
		initParams.pGlassMaterial = pRenderMat;
	}

	return data.pStatObj && data.pPhysGeom && initParams.pGlassMaterial;
}//------------------------------------------------------------------------------------------------- 
예제 #4
0
	// TODO: this whole function should be removed and FindHelperObject_Basic integrated back into FindHelperObject.
	//       It manages some undefined cases that appeared in C2, but it should not be needed with a strict definition of how the grabAndThrow helpers have to be defined in the objects
	IStatObj::SSubObject* FindHelperObject_Extended( const char* pHelperName, EntityId objectId, int slot ) 
	{
		IStatObj::SSubObject* pSObjHelper = NULL;
		IEntity* pEntity = gEnv->pEntitySystem->GetEntity( objectId );
		SEntitySlotInfo info;
		if (pEntity && pEntity->GetSlotInfo( slot, info ))
		{
			if (info.pStatObj)  
			{
				IStatObj* pStatObj = info.pStatObj->GetCloneSourceObject(); // we use the clone source in case it exists. Because when it is cloned, only geometries are cloned. the helpers are NOT cloned. 
				if (!pStatObj)
					pStatObj = info.pStatObj;

				// special case: when the pStatObj is the root, we look for the first helper that does not have a hidden parent, whatever is its name as long as it includes pHelperName
				// because: it can be child of a visible geometry (usually "main"...) even when that geometry is not the root
				if (!pSObjHelper && !pStatObj->GetParentObject())
				{
					const int subObjectCount = pStatObj->GetSubObjectCount();
					for (int sid = 0; sid < subObjectCount; ++sid)
					{
						IStatObj::SSubObject* pLocSObjHelper = pStatObj->GetSubObject( sid );
						if ( pLocSObjHelper && (pLocSObjHelper->nType==STATIC_SUB_OBJECT_DUMMY) && strstr( pLocSObjHelper->name.c_str(), pHelperName ))
						{
							pLocSObjHelper = pStatObj->GetSubObject( pLocSObjHelper->nParent );
							if (pLocSObjHelper && (pLocSObjHelper->nType==STATIC_SUB_OBJECT_MESH) && !pLocSObjHelper->bHidden)
							{
								pSObjHelper = pStatObj->GetSubObject( sid );
								break;
							}
						}
					}
				}


				// if all failed, we look from the parent, but by id
				// because: helpers are not necesarily a subobject of their geometry, but just a child 
				if (!pSObjHelper && pStatObj->GetParentObject())
				{
					IStatObj* pParent = pStatObj->GetParentObject();
					IStatObj::SSubObject* pMeSubObject = pParent->FindSubObject( pStatObj->GetGeoName() );
					if (pMeSubObject)
					{
						const int subObjectCount = pParent->GetSubObjectCount();
						for (int sid=0; sid < subObjectCount; ++sid)
						{
							IStatObj::SSubObject* pLocSObjHelper = pParent->GetSubObject( sid );
							if ( pLocSObjHelper && (pLocSObjHelper->nType==STATIC_SUB_OBJECT_DUMMY) && (pLocSObjHelper->name==pHelperName) && (pParent->GetSubObject( pLocSObjHelper->nParent )==pMeSubObject) )
							{
								pSObjHelper = pLocSObjHelper;
								break;
							}
						}
					}
				}

				//If STILL we don't find the object, try with composed name based on geometry name (for destroyed pieces), and look on the whole hierarchy
				if (!pSObjHelper)
				{
					CryFixedStringT<128> helperNameBuffer;
					helperNameBuffer.Format("%s_%s", pStatObj->GetGeoName(), pHelperName);

					pSObjHelper = pStatObj->FindSubObject( helperNameBuffer.c_str() ); 
					if (!pSObjHelper) 
					{
						IStatObj* pObj = pStatObj;
						while (pObj->GetParentObject())   
							pObj = pObj->GetParentObject();
						pSObjHelper = FindHelperObject_RecursivePart( pObj, helperNameBuffer.c_str() );
					}
				}
			}
		}
		return pSObjHelper;
	}
예제 #5
0
    virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
    {
        switch (event)
        {
        case eFE_Initialize:
            break;
        case eFE_Activate:
            IGameFramework* pGameFramework = gEnv->pGame->GetIGameFramework();

            if(IsPortActive(pActInfo, EIP_Cast))
            {
                // setup ray + optionally skip 1 entity
                ray_hit rayHit;
                static const float maxRayDist = 100.f;
                const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any;
                IPhysicalEntity	*skipList[1];
                int skipCount = 0;
                IEntity* skipEntity = gEnv->pEntitySystem->GetEntity(GetPortEntityId(pActInfo, EIP_SkipEntity));
                if(skipEntity)
                {
                    skipList[0] = skipEntity->GetPhysics();
                    skipCount = 1;
                }

                Vec3 rayPos = GetPortVec3(pActInfo, EIP_RayPos);
                Vec3 rayDir = GetPortVec3(pActInfo, EIP_RayDir);

                // Check if the ray hits an entity
                if(gEnv->pSystem->GetIPhysicalWorld()->RayWorldIntersection(rayPos, rayDir * 100, ent_all, flags, &rayHit, 1, skipList, skipCount))
                {
                    int type = rayHit.pCollider->GetiForeignData();

                    if (type == PHYS_FOREIGN_ID_ENTITY)
                    {
                        IEntity* pEntity = (IEntity*)rayHit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY);
                        IEntityRenderProxy* pRenderProxy = pEntity ? (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER) : 0;

                        // Get the renderproxy, and use it to check if the material is a DynTex, and get the UIElement if so
                        if(pRenderProxy)
                        {
                            IRenderNode *pRenderNode = pRenderProxy->GetRenderNode();
                            IMaterial* pMaterial = pRenderProxy->GetRenderMaterial();
                            SEfResTexture* texture = 0;
                            if(pMaterial && pMaterial->GetShaderItem().m_pShaderResources)
                                texture= pMaterial->GetShaderItem().m_pShaderResources->GetTexture(EFTT_DIFFUSE);
                            IUIElement* pElement = texture ? gEnv->pFlashUI->GetUIElementByInstanceStr(texture->m_Name) : 0;

                            if(pElement && pRenderNode)
                            {
                                int m_dynTexGeomSlot = 0;
                                IStatObj* pObj = pRenderNode->GetEntityStatObj(m_dynTexGeomSlot);

                                // result
                                bool hasHit = false;
                                Vec2 uv0, uv1, uv2;
                                Vec3 p0, p1, p2;
                                Vec3 hitpos;


                                // calculate ray dir
                                CCamera cam = gEnv->pRenderer->GetCamera();
                                if (pEntity->GetSlotFlags(m_dynTexGeomSlot) & ENTITY_SLOT_RENDER_NEAREST)
                                {
                                    ICVar *r_drawnearfov = gEnv->pConsole->GetCVar("r_DrawNearFoV");
                                    assert(r_drawnearfov);
                                    cam.SetFrustum(cam.GetViewSurfaceX(),cam.GetViewSurfaceZ(),DEG2RAD(r_drawnearfov->GetFVal()),cam.GetNearPlane(),cam.GetFarPlane(), cam.GetPixelAspectRatio());
                                }

                                Vec3 vPos0 = rayPos;
                                Vec3 vPos1 = rayPos + rayDir;

                                // translate into object space
                                const Matrix34 m = pEntity->GetWorldTM().GetInverted();
                                vPos0 = m * vPos0;
                                vPos1 = m * vPos1;

                                // walk through all sub objects
                                const int objCount = pObj->GetSubObjectCount();
                                for (int obj = 0; obj <= objCount && !hasHit; ++obj)
                                {
                                    Vec3 vP0, vP1;
                                    IStatObj* pSubObj = NULL;

                                    if (obj == objCount)
                                    {
                                        vP0 = vPos0;
                                        vP1 = vPos1;
                                        pSubObj = pObj;
                                    }
                                    else
                                    {
                                        IStatObj::SSubObject* pSub = pObj->GetSubObject(obj);
                                        const Matrix34 mm = pSub->tm.GetInverted();
                                        vP0 = mm * vPos0;
                                        vP1 = mm * vPos1;
                                        pSubObj = pSub->pStatObj;
                                    }

                                    IRenderMesh* pMesh = pSubObj ? pSubObj->GetRenderMesh() : NULL;
                                    if (pMesh)
                                    {
                                        const Ray ray(vP0, (vP1-vP0).GetNormalized() * maxRayDist);
                                        hasHit = RayIntersectMesh(pMesh, pMaterial, pElement, ray, hitpos, p0, p1, p2, uv0, uv1, uv2);
                                    }
                                }

                                // skip if not hit
                                if (!hasHit)
                                {
                                    ActivateOutput(pActInfo, EOP_Failed, 1);
                                    return;
                                }

                                // calculate vectors from hitpos to vertices p0, p1 and p2:
                                const Vec3 v0 = p0-hitpos;
                                const Vec3 v1 = p1-hitpos;
                                const Vec3 v2 = p2-hitpos;

                                // calculate factors
                                const float h = (p0-p1).Cross(p0-p2).GetLength();
                                const float f0 = v1.Cross(v2).GetLength() / h;
                                const float f1 = v2.Cross(v0).GetLength() / h;
                                const float f2 = v0.Cross(v1).GetLength() / h;

                                // find the uv corresponding to hitpos
                                Vec3 uv = uv0 * f0 + uv1 * f1 + uv2 * f2;

                                // translate to flash space
                                int x, y, width, height;
                                float aspect;
                                pElement->GetFlashPlayer()->GetViewport(x, y, width, height, aspect);
                                int iX = int_round(uv.x * (float)width);
                                int iY = int_round(uv.y * (float)height);

                                // call the function provided if it is present in the UIElement description
                                string funcName = GetPortString(pActInfo, EIP_CallFunction);
                                const SUIEventDesc* eventDesc = pElement->GetFunctionDesc(funcName);
                                if(eventDesc)
                                {
                                    SUIArguments arg;
                                    arg.AddArgument(iX);
                                    arg.AddArgument(iY);
                                    pElement->CallFunction(eventDesc->sName, arg);
                                }

                                ActivateOutput(pActInfo, EOP_Success, 1);
                            }
                        }
                    }
                }

                ActivateOutput(pActInfo, EOP_Failed, 1);
            }

            break;
        }
    }