Exemplo n.º 1
0
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 );
}
Exemplo n.º 2
0
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 );
}