//------------------------------------------------------------------------ void CVehicleMountedWeapon::StartUse(EntityId userId) { IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId); if (!IsRippingOff() && pVehicle) { m_pOwnerSeat = pVehicle->GetWeaponParentSeat(GetEntityId()); m_pSeatUser = pVehicle->GetSeatForPassenger(userId); IActor* pOwner = GetOwnerActor(); if (pOwner && !pOwner->IsPlayer()) { SHUDEvent hudEvent(eHUDEvent_AddEntity); hudEvent.AddData((int)pVehicle->GetEntityId()); CHUDEventDispatcher::CallEvent(hudEvent); } ClearItemFlags(eIF_InformClientsAboutUse); } CHeavyMountedWeapon::StartUse(userId); CActor* pActor = GetOwnerActor(); if (pActor && pActor->IsPlayer()) { static_cast<CPlayer*>(pActor)->RefreshVisibilityState(); } }
//------------------------------------------------------------------------ bool CVehicleWeapon::Init( IGameObject * pGameObject ) { if (!CWeapon::Init(pGameObject)) return false; m_properties.mounted=true; ClearItemFlags(eIF_InformClientsAboutUse); AudioCache(true); //cache third person for remote clients return true; }
//--------------------------------------------------------------------- bool CWeapon::OnActionSpecial(EntityId actorId, const ActionId& actionId, int activationMode, float value) { CPlayer* pOwnerPlayer = GetOwnerPlayer(); if (pOwnerPlayer && !pOwnerPlayer->CanMelee()) return true; if(gEnv->bMultiplayer && AreAnyItemFlagsSet(eIF_Transitioning)) //Ignore the transition from attachments menu and melee immediately { ClearItemFlags( eIF_Transitioning ); } if (gEnv->bMultiplayer && !g_pGameCVars->pl_boostedMelee_allowInMP) { if (activationMode == eAAM_OnPress) { if (CanMeleeAttack()) { if (PreMeleeAttack()) MeleeAttack(); } else { CCCPOINT(Melee_PressedButMeleeNotAllowed); } } } else { if (activationMode == eAAM_OnPress) { if(CanMeleeAttack()) { if (pOwnerPlayer) { if (PreMeleeAttack()) { BoostMelee(false); MeleeAttack(); } } } else { CCCPOINT(Melee_PressedButMeleeNotAllowed); } } } return true; }
//------------------------------------------------------------------------- bool CWeapon::OnActionModify(EntityId actorId, const ActionId& actionId, int activationMode, float value) { if (IsZoomed() || IsZoomingInOrOut()) return false; if (CanModify() && ((!IsReloading() && !IsBusy()) || AreAnyItemFlagsSet(eIF_Modifying))) { if (m_fm) m_fm->StopFire(); if (AreAnyItemFlagsSet(eIF_Modifying)) { m_enterModifyAction = 0; PlayAction(GetFragmentIds().leave_modify, 0); s_dofSpeed = fres(-g_pGameCVars->i_weapon_customisation_transition_time); s_dofValue = 1.0f; s_focusValue = -1.0f; GetScheduler()->TimerAction(g_pGameCVars->i_weapon_customisation_transition_time, CSchedulerAction<ScheduleLayer_Leave>::Create(this), false); SetItemFlags( eIF_Transitioning ); ClearItemFlags( eIF_Modifying ); GetGameObject()->InvokeRMI(CItem::SvRequestLeaveModify(), CItem::EmptyParams(), eRMI_ToServer); } else { gEnv->p3DEngine->SetPostEffectParam("Dof_Active", 1.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_UseMask", 0.f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusRange", -1.f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMin", 0.5f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMax", 1.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusLimit", 1.5f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMinZ", 0.0f); gEnv->p3DEngine->SetPostEffectParam("Dof_FocusMinZScale", 0.0f); m_itemLowerMode = eILM_Raised; TagState tagState = TAG_STATE_EMPTY; m_enterModifyAction = new CItemAction(PP_PlayerAction, GetFragmentIds().enter_modify, tagState); PlayFragment(m_enterModifyAction); s_dofSpeed = fres(g_pGameCVars->i_weapon_customisation_transition_time); s_dofValue = 0.0f; SetItemFlags(eIF_Transitioning); GetScheduler()->TimerAction(g_pGameCVars->i_weapon_customisation_transition_time, CSchedulerAction<ScheduleLayer_Enter>::Create(this), false); SetItemFlags(eIF_Modifying); CPlayer *pPlayer = static_cast<CPlayer*>(GetOwnerActor()); if (pPlayer) { SPlayerStats *pStats = static_cast<SPlayerStats*>(pPlayer->GetActorStats()); assert(pStats); pStats->bIgnoreSprinting = true; } GetGameObject()->InvokeRMI(CItem::SvRequestEnterModify(), CItem::EmptyParams(), eRMI_ToServer); } } return true; }