Пример #1
0
void CInventory::Update() 
{
	if( OnServer() )
	{
		if(m_iActiveSlot!=m_iNextActiveSlot)
		{
			CObject* pActor_owner = smart_cast<CObject*>(m_pOwner);
			if (Level().CurrentViewEntity() == pActor_owner)
			{
				if(	(m_iNextActiveSlot!=NO_ACTIVE_SLOT) && 
					 ItemFromSlot(m_iNextActiveSlot)	&&
					 !g_player_hud->allow_activation(ItemFromSlot(m_iNextActiveSlot)->cast_hud_item())
				   )
				   return;
			}
			if( ActiveItem() )
			{
				CHudItem* hi = ActiveItem()->cast_hud_item();
				
				if(!hi->IsHidden())
				{
					if(hi->GetState()==CHUDState::eIdle && hi->GetNextState()==CHUDState::eIdle)
						hi->SendDeactivateItem();

					UpdateDropTasks	();
					return;
				}
			}
			
			if (GetNextActiveSlot() != NO_ACTIVE_SLOT)
			{
				PIItem tmp_next_active = ItemFromSlot(GetNextActiveSlot());
				if (tmp_next_active)
				{
					if (IsSlotBlocked(tmp_next_active))
					{
						Activate(m_iActiveSlot);
						return;
					} else
					{
						tmp_next_active->ActivateItem();
					}
				}
			}
			
//			if ( m_iActiveSlot != GetNextActiveSlot() ) {
//				LPCSTR const name = smart_cast<CGameObject const*>(m_pOwner)->cName().c_str();
//				if ( !xr_strcmp("jup_b43_stalker_assistant_pri6695", name) )
//					LogStackTrace	("");
//				Msg					("[%6d][%s] CInventory::Activate changing active slot from %d to next active slot %d", Device.dwTimeGlobal, name, m_iActiveSlot, GetNextActiveSlot() );
//			}
			m_iActiveSlot			= GetNextActiveSlot();
		}
		if((GetNextActiveSlot()!=NO_ACTIVE_SLOT) && ActiveItem() && ActiveItem()->cast_hud_item()->IsHidden())
				ActiveItem()->ActivateItem();
	}
	UpdateDropTasks	();
}
Пример #2
0
void CInventory::Items_SetCurrentEntityHud(bool current_entity)
{
    TIItemContainer::iterator it;
    for(it = m_all.begin(); m_all.end() != it; ++it)
    {
        PIItem pIItem = *it;
        CHudItem* pHudItem = smart_cast<CHudItem*> (pIItem);
        if (pHudItem)
        {
            pHudItem->GetHUD()->Visible(current_entity);
        };
        CWeapon* pWeapon = smart_cast<CWeapon*>(pIItem);
        if (pWeapon)
        {
            pWeapon->InitAddons();
            pWeapon->UpdateAddonsVisibility();
        }
    }
};
Пример #3
0
// HUD
void CActor::OnHUDDraw	(CCustomHUD* /**hud/**/)
{
	CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());
	if (pHudItem && pHudItem->GetHUDmode())
//	if(inventory().ActiveItem()  ) 
	{
		inventory().ActiveItem()->renderable_Render();
	}

#if 0//ndef NDEBUG
	if (Level().CurrentControlEntity() == this && g_ShowAnimationInfo)
	{
		string128 buf;
		HUD().Font().pFontStat->SetColor	(0xffffffff);
		HUD().Font().pFontStat->OutSet		(170,530);
		HUD().Font().pFontStat->OutNext	("Position:      [%3.2f, %3.2f, %3.2f]",VPUSH(Position()));
		HUD().Font().pFontStat->OutNext	("Velocity:      [%3.2f, %3.2f, %3.2f]",VPUSH(m_PhysicMovementControl->GetVelocity()));
		HUD().Font().pFontStat->OutNext	("Vel Magnitude: [%3.2f]",m_PhysicMovementControl->GetVelocityMagnitude());
		HUD().Font().pFontStat->OutNext	("Vel Actual:    [%3.2f]",m_PhysicMovementControl->GetVelocityActual());
		switch (m_PhysicMovementControl->Environment())
		{
		case CPHMovementControl::peOnGround:	strcpy(buf,"ground");			break;
		case CPHMovementControl::peInAir:		strcpy(buf,"air");				break;
		case CPHMovementControl::peAtWall:		strcpy(buf,"wall");				break;
		}
		HUD().Font().pFontStat->OutNext	(buf);

		if (IReceived != 0)
		{
			float Size = 0;
			Size = HUD().Font().pFontStat->GetSize();
			HUD().Font().pFontStat->SetSize(Size*2);
			HUD().Font().pFontStat->SetColor	(0xffff0000);
			HUD().Font().pFontStat->OutNext ("Input :		[%3.2f]", ICoincidenced/IReceived * 100.0f);
			HUD().Font().pFontStat->SetSize(Size);
		};
	};
#endif
}
Пример #4
0
void CSpectator::FirstEye_ToPlayer(CObject* pObject)
{
	CObject* pCurViewEntity = Level().CurrentEntity();
	if (pCurViewEntity)
	{
		CActor* pOldActor = smart_cast<CActor*>(pCurViewEntity);
		if (pOldActor)
		{
			pOldActor->inventory().Items_SetCurrentEntityHud(false);
		};
		if (pCurViewEntity->CLS_ID != CLSID_SPECTATOR)
		{
			Engine.Sheduler.Unregister	(pCurViewEntity);
			Engine.Sheduler.Register	(pCurViewEntity, TRUE);
		};
	};
	if (pObject)
	{
		Level().SetEntity(pObject);

		Engine.Sheduler.Unregister	(pObject);
		Engine.Sheduler.Register	(pObject, TRUE);

		CActor* pActor = smart_cast<CActor*> (pObject);
		if (pActor)
		{
			pActor->inventory().Items_SetCurrentEntityHud(true);

			CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
			if (pHudItem) 
			{
				pHudItem->OnStateSwitch(pHudItem->GetState());
			}
		}
	};
};
Пример #5
0
bool CActor::use_Holder				(CHolderCustom* holder)
{

	if(m_holder){
		bool b = false;
		CGameObject* holderGO			= smart_cast<CGameObject*>(m_holder);
		
		if(smart_cast<CCar*>(holderGO))
			b = use_Vehicle(0);
		else
			if (holderGO->CLS_ID==CLSID_OBJECT_W_MOUNTED ||
				holderGO->CLS_ID==CLSID_OBJECT_W_STATMGUN)
				b = use_MountedWeapon(0);

		if(inventory().ActiveItem()){
			CHudItem* hi = smart_cast<CHudItem*>(inventory().ActiveItem());
			if(hi) hi->OnAnimationEnd(hi->GetState());
		}

		return b;
	}else{
		bool b = false;
		CGameObject* holderGO			= smart_cast<CGameObject*>(holder);
		if(smart_cast<CCar*>(holder))
			b = use_Vehicle(holder);

		if (holderGO->CLS_ID==CLSID_OBJECT_W_MOUNTED ||
			holderGO->CLS_ID==CLSID_OBJECT_W_STATMGUN)
			b = use_MountedWeapon(holder);
		
		if(b){//used succesfully
			// switch off torch...
			CAttachableItem *I = CAttachmentOwner::attachedItem(CLSID_DEVICE_TORCH);
			if (I){
				CTorch* torch = smart_cast<CTorch*>(I);
				if (torch) torch->Switch(false);
			}
		}

		if(inventory().ActiveItem()){
			CHudItem* hi = smart_cast<CHudItem*>(inventory().ActiveItem());
			if(hi) hi->OnAnimationEnd(hi->GetState());
		}

		return b;
	}
}
Пример #6
0
void CActor::g_SetAnimation( u32 mstate_rl )
{


	if (!g_Alive()) {
		if (m_current_legs||m_current_torso){
			SActorState*				ST = 0;
			if (mstate_rl&mcCrouch)		ST = &m_anims->m_crouch;
			else						ST = &m_anims->m_normal;
			mstate_real					= 0;
			m_current_legs.invalidate	();
			m_current_torso.invalidate	();

			smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(m_anims->m_dead_stop);
		}

		return;
	}
	STorsoWpn::eMovingState	moving_idx 		= STorsoWpn::eIdle;
	SActorState*					ST 		= 0;
	SAnimState*						AS 		= 0;
	
	if		(mstate_rl&mcCrouch)	ST 		= &m_anims->m_crouch;
	else if	(mstate_rl&mcClimb)		ST 		= &m_anims->m_climb;
	else							ST 		= &m_anims->m_normal;

	bool bAccelerated = isActorAccelerated(mstate_rl, IsZoomAimingMode());
	if ( bAccelerated ){
		AS							= &ST->m_run;
	}else{
		AS							= &ST->m_walk;
	}
	if(mstate_rl&mcAnyMove){
		if( bAccelerated )
			moving_idx				= STorsoWpn::eRun;
		else
			moving_idx				= STorsoWpn::eWalk;
	}
	// анимации
	MotionID 						M_legs;
	MotionID 						M_torso;
	MotionID 						M_head;

	//если мы просто стоим на месте
	bool is_standing = false;

	// Legs
	if		(mstate_rl&mcLanding)	M_legs	= ST->landing[0];
	else if (mstate_rl&mcLanding2)	M_legs	= ST->landing[1];
	else if ((mstate_rl&mcTurn)&&
			!(mstate_rl&mcClimb))	M_legs	= ST->legs_turn;
	else if (mstate_rl&mcFall)		M_legs	= ST->jump_idle;
	else if (mstate_rl&mcJump)		M_legs	= ST->jump_begin;
	else if (mstate_rl&mcFwd)		M_legs	= AS->legs_fwd;
	else if (mstate_rl&mcBack)		M_legs	= AS->legs_back;
	else if (mstate_rl&mcLStrafe)	M_legs	= AS->legs_ls;
	else if (mstate_rl&mcRStrafe)	M_legs	= AS->legs_rs;
	else is_standing = true;

	if(mstate_rl&mcSprint){
		g_SetSprintAnimation			(mstate_rl,M_head,M_torso,M_legs);
		moving_idx						= STorsoWpn::eSprint;
	}
	//---------------------------------------------------------------
	if (this == Level().CurrentViewEntity())
	{	
		if ((mstate_rl&mcSprint) != (mstate_old&mcSprint))
		{
			CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());	
			if (pHudItem) pHudItem->onMovementChanged(mcSprint);
		};
	};
	//-----------------------------------------------------------------------
	// Torso
	if(mstate_rl&mcClimb)
	{
		if		(mstate_rl&mcFwd)		M_torso	= AS->legs_fwd;
		else if (mstate_rl&mcBack)		M_torso	= AS->legs_back;
		else if (mstate_rl&mcLStrafe)	M_torso	= AS->legs_ls;
		else if (mstate_rl&mcRStrafe)	M_torso	= AS->legs_rs;
	}
	
	if(!M_torso)
	{
		CInventoryItem* _i = inventory().ActiveItem();
		CHudItem		*H = smart_cast<CHudItem*>(_i);
		CWeapon			*W = smart_cast<CWeapon*>(_i);
		CMissile		*M = smart_cast<CMissile*>(_i);
		CArtefact		*A = smart_cast<CArtefact*>(_i);
					
		if (H) {
			VERIFY(H->animation_slot() <= _total_anim_slots_);
			STorsoWpn* TW			= &ST->m_torso[H->animation_slot() - 1];
			if (!b_DropActivated&&!fis_zero(f_DropPower)){
				M_torso					= TW->drop;
				if (!M_torso)	
				{
					Msg("! drop animation for %s", *(H->object().cName()));
					M_torso = ST->m_torso_idle;
				};
				m_bAnimTorsoPlayed		= TRUE;
			}else{
				if (!m_bAnimTorsoPlayed) {
					if (W) {
						bool K	=inventory().GetActiveSlot() == KNIFE_SLOT;
						bool R3 = W->IsTriStateReload();
						
						if(K)
						{
							switch (W->GetState()){
							case CWeapon::eIdle:		M_torso	= TW->moving[moving_idx];		break;
							
							case CWeapon::eFire:	
								if(is_standing)
														M_torso = M_legs = M_head = TW->all_attack_0;
								else
														M_torso	= TW->attack_zoom;
								break;

							case CWeapon::eFire2:
								if(is_standing)
														M_torso = M_legs = M_head = TW->all_attack_1;
								else
														M_torso	= TW->fire_idle;
								break;

							case CWeapon::eJammed:
							case CWeapon::eReload:		M_torso	= TW->reload;					break;
							case CWeapon::eShowing:		M_torso	= TW->draw;						break;
							case CWeapon::eHiding:		M_torso	= TW->holster;					break;
							default				 :  	M_torso	= TW->moving[moving_idx];		break;
							}
						}
						else
						{
							switch (W->GetState()){
							case CWeapon::eIdle:		M_torso	= W->IsZoomed()?TW->zoom:TW->moving[moving_idx];	break;
							case CWeapon::eFire:		M_torso	= W->IsZoomed()?TW->attack_zoom:TW->attack;				break;
							case CWeapon::eFire2:		M_torso	= W->IsZoomed()?TW->attack_zoom:TW->attack;				break;
							case CWeapon::eJammed:
							case CWeapon::eReload:	
								if(!R3)
									M_torso	= TW->reload;
								else{
									CWeapon::EWeaponSubStates sub_st = W->GetReloadState();
									switch (sub_st){
										case CWeapon::eSubstateReloadBegin:			M_torso	= TW->reload;	break;
										case CWeapon::eSubstateReloadInProcess:		M_torso	= TW->reload_1; break;
										case CWeapon::eSubstateReloadEnd:			M_torso	= TW->reload_2; break;
										default:									M_torso	= TW->reload;	break;
									}
								}break;

							case CWeapon::eShowing:	M_torso	= TW->draw;					break;
							case CWeapon::eHiding:	M_torso	= TW->holster;				break;
							default				 :  M_torso	= TW->moving[moving_idx];	break;
							}
						}
					}
					else if (M) {
						if(is_standing)
						{
							switch (M->GetState()){
							case MS_SHOWING	 :		M_torso	= TW->draw;			break;
							case MS_HIDING	 :		M_torso	= TW->holster;		break;
							case MS_IDLE_SPRINT:   ;
							case MS_IDLE	 :		M_torso	= TW->moving[moving_idx];		break;							
							case MS_EMPTY	 :		M_torso	= TW->zoom;		break;
							case MS_THREATEN :		M_torso = M_legs = M_head = TW->all_attack_0;	break;
							case MS_READY	 :		M_torso = M_legs = M_head = TW->all_attack_1;	break;
							case MS_THROW	 :		M_torso = M_legs = M_head = TW->all_attack_2;	break;
							case MS_END		 :		M_torso = M_legs = M_head = TW->all_attack_2;	break;
							default			 :		M_torso	= TW->draw;			break; 
							}
						}
						else
						{
							switch (M->GetState()){
							case MS_SHOWING	 :		M_torso	= TW->draw;						break;
							case MS_HIDING	 :		M_torso	= TW->holster;					break;
							case MS_IDLE_SPRINT:   ;
							case MS_IDLE	 :		M_torso	= TW->moving[moving_idx];		break;
							case MS_EMPTY	 :		M_torso	= TW->moving[moving_idx];		break;
							case MS_THREATEN :		M_torso	= TW->attack_zoom;				break;
							case MS_READY	 :		M_torso	= TW->fire_idle;				break;
							case MS_THROW	 :		M_torso	= TW->fire_end;					break;
							case MS_END		 :		M_torso	= TW->fire_end;					break;
							default			 :		M_torso	= TW->draw;						break; 
							}
						}
					}
					else if (A){
							switch(A->GetState()){
								case CArtefact::eIdle		: M_torso	= TW->moving[moving_idx];	break; 
								case CArtefact::eShowing	: M_torso	= TW->draw;					break; 
								case CArtefact::eHiding		: M_torso	= TW->holster;				break; 
								case CArtefact::eActivating : M_torso	= TW->zoom;					break; 
							default							: M_torso	= TW->moving[moving_idx];
							}
					
					}
				}
			}
		}
	}

	if (!M_legs)
	{
		if((mstate_rl&mcCrouch)&&!isActorAccelerated(mstate_rl, IsZoomAimingMode()))//!(mstate_rl&mcAccel))
		{
			M_legs=smart_cast<CKinematicsAnimated*>(Visual())->ID_Cycle("cr_idle_1");
		}
		else 
			M_legs	= ST->legs_idle;
	}
	if (!M_head)					M_head	= ST->m_head_idle;
	if (!M_torso){				
		if (m_bAnimTorsoPlayed)		M_torso	= m_current_torso;
		else						M_torso = ST->m_torso_idle;
	}
	
	// есть анимация для всего - запустим / иначе запустим анимацию по частям
	if (m_current_torso!=M_torso){
		if (m_bAnimTorsoPlayed)		m_current_torso_blend = smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle(M_torso,TRUE,AnimTorsoPlayCallBack,this);
		else						/**/m_current_torso_blend = /**/smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle(M_torso);

		m_current_torso=M_torso;
	}
	if(m_current_head!=M_head)
	{
		if(M_head)smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(M_head);
		m_current_head=M_head;
	}
	if (m_current_legs!=M_legs){
		float pos					= 0.f;
		VERIFY						(!m_current_legs_blend || !fis_zero(m_current_legs_blend->timeTotal));
		if ((mstate_real&mcAnyMove)&&(mstate_old&mcAnyMove)&&m_current_legs_blend)
			pos						= fmod(m_current_legs_blend->timeCurrent,m_current_legs_blend->timeTotal)/m_current_legs_blend->timeTotal;
		m_current_legs_blend		= smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(M_legs,TRUE,legs_play_callback,this);
		if ((!(mstate_old&mcAnyMove))&&(mstate_real&mcAnyMove))
			pos						= 0.5f*Random.randI(2);
		if (m_current_legs_blend)
			m_current_legs_blend->timeCurrent = m_current_legs_blend->timeTotal*pos;
		m_current_legs				= M_legs;

		CStepManager::on_animation_start(M_legs, m_current_legs_blend);
	}



#ifdef _DEBUG
	if(bDebug){
		HUD().Font().pFontStat->OutSetI	(0,0);
		HUD().Font().pFontStat->OutNext("[%s]",mov_state[moving_idx]);
	}
#endif

#ifdef _DEBUG
	if ((Level().CurrentControlEntity() == this) && g_ShowAnimationInfo) {
		string128 buf;
		strcpy(buf,"");
		if (isActorAccelerated(mstate_rl, IsZoomAimingMode()))		strcat(buf,"Accel ");
		if (mstate_rl&mcCrouch)		strcat(buf,"Crouch ");
		if (mstate_rl&mcFwd)		strcat(buf,"Fwd ");
		if (mstate_rl&mcBack)		strcat(buf,"Back ");
		if (mstate_rl&mcLStrafe)	strcat(buf,"LStrafe ");
		if (mstate_rl&mcRStrafe)	strcat(buf,"RStrafe ");
		if (mstate_rl&mcJump)		strcat(buf,"Jump ");
		if (mstate_rl&mcFall)		strcat(buf,"Fall ");
		if (mstate_rl&mcTurn)		strcat(buf,"Turn ");
		if (mstate_rl&mcLanding)	strcat(buf,"Landing ");
		if (mstate_rl&mcLLookout)	strcat(buf,"LLookout ");
		if (mstate_rl&mcRLookout)	strcat(buf,"RLookout ");
		if (m_bJumpKeyPressed)		strcat(buf,"+Jumping ");
		HUD().Font().pFontStat->OutNext	("MSTATE:     [%s]",buf);
/*
		switch (m_PhysicMovementControl->Environment())
		{
		case CPHMovementControl::peOnGround:	strcpy(buf,"ground");			break;
		case CPHMovementControl::peInAir:		strcpy(buf,"air");				break;
		case CPHMovementControl::peAtWall:		strcpy(buf,"wall");				break;
		}
		HUD().Font().pFontStat->OutNext	(buf);
		HUD().Font().pFontStat->OutNext	("Accel     [%3.2f, %3.2f, %3.2f]",VPUSH(NET_SavedAccel));
		HUD().Font().pFontStat->OutNext	("V         [%3.2f, %3.2f, %3.2f]",VPUSH(m_PhysicMovementControl->GetVelocity()));
		HUD().Font().pFontStat->OutNext	("vertex ID   %d",ai_location().level_vertex_id());
		
		Game().m_WeaponUsageStatistic->Draw();
		*/
	};
#endif

	if (!m_current_torso_blend)
		return;

	CKinematicsAnimated		*skeleton_animated = PKinematicsAnimated(Visual());

	CMotionDef				*motion0 = skeleton_animated->LL_GetMotionDef(m_current_torso);
	VERIFY					(motion0);
	if (!(motion0->flags & esmSyncPart))
		return;

	if (!m_current_legs_blend)
		return;

	CMotionDef				*motion1 = skeleton_animated->LL_GetMotionDef(m_current_legs);
	VERIFY					(motion1);
	if (!(motion1->flags & esmSyncPart))
		return;

	m_current_torso_blend->timeCurrent	= m_current_legs_blend->timeCurrent/m_current_legs_blend->timeTotal*m_current_torso_blend->timeTotal;
}
Пример #7
0
void CInventory::Activate(u16 slot, bool bForce) 
{	
	if(!OnServer())
	{
		return;
	}

	PIItem tmp_item = NULL;
	if (slot != NO_ACTIVE_SLOT)
		tmp_item = ItemFromSlot(slot);

	if (tmp_item && IsSlotBlocked(tmp_item) && (!bForce))
	{
		//to restore after unblocking ...
		SetPrevActiveSlot(slot);
		return;
	}

	if (GetActiveSlot()==slot || (GetNextActiveSlot()==slot && !bForce))
	{
//		if (m_iNextActiveSlot != slot) {
//			LPCSTR const name = smart_cast<CGameObject const*>(m_pOwner)->cName().c_str();
//			if ( !xr_strcmp("jup_b43_stalker_assistant_pri6695", name) )
//				LogStackTrace	("");
//			Msg				( "[%6d][%s] CInventory::Activate changing next active slot to %d", Device.dwTimeGlobal, name, slot );
//		}
		m_iNextActiveSlot=slot;
#ifdef DEBUG
//		Msg("--- There's no need to activate slot [%d], next active slot is [%d]", slot, m_iNextActiveSlot);
#endif
		return;
	}

	R_ASSERT2(slot<=LastSlot(), "wrong slot number");

	if (slot != NO_ACTIVE_SLOT && !m_slots[slot].CanBeActivated()) 
		return;

#ifdef DEBUG
//	Msg("--- Activating slot [%d], inventory owner: [%s], Frame[%d]", slot, m_pOwner->Name(), Device.dwFrame);
#endif // #ifdef DEBUG
	
	//активный слот не выбран
	if (GetActiveSlot() == NO_ACTIVE_SLOT)
	{
		if (tmp_item)
		{
//			if ( m_iNextActiveSlot != slot) {
//				LPCSTR const name = smart_cast<CGameObject const*>(m_pOwner)->cName().c_str();
//				if ( !xr_strcmp("jup_b43_stalker_assistant_pri6695", name) )
//					LogStackTrace	("");
//				Msg				( "[%6d][%s] CInventory::Activate changing next active slot2 to %d", Device.dwTimeGlobal, name, slot );
//			}
			m_iNextActiveSlot		= slot;
		}
		else 
		{
			if(slot==GRENADE_SLOT)//fake for grenade
			{
				PIItem gr = SameSlot(GRENADE_SLOT, NULL, true);
				if(gr)
					Slot(GRENADE_SLOT,gr);
			}
		}
	}
	//активный слот задействован
	else if (slot==NO_ACTIVE_SLOT || tmp_item)
	{
		PIItem active_item = ActiveItem();
		if(active_item && !bForce)
		{
			CHudItem* tempItem = active_item->cast_hud_item();
			R_ASSERT2(tempItem, active_item->object().cNameSect().c_str());
			
			tempItem->SendDeactivateItem();
#ifdef DEBUG
//			Msg("--- Inventory owner [%s]: send deactivate item [%s]", m_pOwner->Name(), active_item->NameItem());
#endif // #ifdef DEBUG
		} else //in case where weapon is going to destroy
		{
			if (tmp_item)
				tmp_item->ActivateItem();
			
//!			if ( m_iActiveSlot != slot ) {
//!				LPCSTR const name = smart_cast<CGameObject const*>(m_pOwner)->cName().c_str();
//				if ( !xr_strcmp("jup_b43_stalker_assistant_pri6695", name) )
//					LogStackTrace	("");
//!				Msg				("[%6d][%s] CInventory::Activate changing active slot from %d to %d", Device.dwTimeGlobal, name, m_iActiveSlot, slot );
//!			}

			m_iActiveSlot		= slot;
		}
//		if ( m_iNextActiveSlot != slot ) {
//			LPCSTR const name = smart_cast<CGameObject const*>(m_pOwner)->cName().c_str();
//			if ( !xr_strcmp("jup_b43_stalker_assistant_pri6695", name) && !slot )
//				LogStackTrace	("");
//			Msg				( "[%6d][%s] CInventory::Activate changing next active slot3 to %d", Device.dwTimeGlobal, name, slot );
//		}
		m_iNextActiveSlot		= slot;
	}
}
Пример #8
0
void CActor::shedule_Update	(u32 DT)
{
	setSVU(OnServer());

	//установить режим показа HUD для текущего активного слота
	CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());	
	if(pHudItem && !pHudItem->object().getDestroy()) 
		pHudItem->SetHUDmode(HUDview());

	//обновление инвентаря
	UpdateInventoryOwner			(DT);
	if (GameID() == GAME_SINGLE)
		GameTaskManager().UpdateTasks	();

	if(m_holder || !getEnabled() || !Ready())
	{
		m_sDefaultObjAction				= NULL;
		inherited::shedule_Update		(DT);

/*		if (OnServer())
		{
			Check_Weapon_ShowHideState();
		};	
*/
		return;
	}

	// 
	clamp					(DT,0u,100u);
	float	dt	 			=  float(DT)/1000.f;

	// Check controls, create accel, prelimitary setup "mstate_real"
	
	//----------- for E3 -----------------------------
//	if (Local() && (OnClient() || Level().CurrentEntity()==this))
	if (Level().CurrentControlEntity() == this && (!Level().IsDemoPlay() || Level().IsServerDemo()))
	//------------------------------------------------
	{
		g_cl_CheckControls		(mstate_wishful,NET_SavedAccel,NET_Jump,dt);
		{
			/*
			if (mstate_real & mcJump)
			{
				NET_Packet	P;
				u_EventGen(P, GE_ACTOR_JUMPING, ID());
				P.w_sdir(NET_SavedAccel);
				P.w_float(NET_Jump);
				u_EventSend(P);
			}
			*/
		}
		g_cl_Orientate			(mstate_real,dt);
		g_Orientate				(mstate_real,dt);

		g_Physics				(NET_SavedAccel,NET_Jump,dt);
		
		g_cl_ValidateMState		(dt,mstate_wishful);
		g_SetAnimation			(mstate_real);
		
		// Check for game-contacts
		Fvector C; float R;		
		//m_PhysicMovementControl->GetBoundingSphere	(C,R);
		
		Center(C);
		R=Radius();
		feel_touch_update		(C,R);

		// Dropping
		if (b_DropActivated)	{
			f_DropPower			+= dt*0.1f;
			clamp				(f_DropPower,0.f,1.f);
		} else {
			f_DropPower			= 0.f;
		}
		if (!Level().IsDemoPlay())
		{		
		//-----------------------------------------------------
		mstate_wishful &=~mcAccel;
		mstate_wishful &=~mcLStrafe;
		mstate_wishful &=~mcRStrafe;
		mstate_wishful &=~mcLLookout;
		mstate_wishful &=~mcRLookout;
		mstate_wishful &=~mcFwd;
		mstate_wishful &=~mcBack;
		extern bool g_bAutoClearCrouch;
		if (g_bAutoClearCrouch)
			mstate_wishful &=~mcCrouch;
		//-----------------------------------------------------
		}
	}
	else 
	{
		make_Interpolation();
	
		if (NET.size())
		{
			
//			NET_SavedAccel = NET_Last.p_accel;
//			mstate_real = mstate_wishful = NET_Last.mstate;

			g_sv_Orientate				(mstate_real,dt			);
			g_Orientate					(mstate_real,dt			);
			g_Physics					(NET_SavedAccel,NET_Jump,dt	);			
			if (!m_bInInterpolation)
				g_cl_ValidateMState			(dt,mstate_wishful);
			g_SetAnimation				(mstate_real);

			if (NET_Last.mstate & mcCrouch)
			{
				if (isActorAccelerated(mstate_real, IsZoomAimingMode()))
					character_physics_support()->movement()->ActivateBox(1, true);
				else
					character_physics_support()->movement()->ActivateBox(2, true);
			}
			else 
				character_physics_support()->movement()->ActivateBox(0, true);
		}	
		mstate_old = mstate_real;
	}

	if (this == Level().CurrentViewEntity())
	{
		UpdateMotionIcon		(mstate_real);
	};

	NET_Jump = 0;


	inherited::shedule_Update	(DT);

	//эффектор включаемый при ходьбе
	if (!pCamBobbing)
	{
		pCamBobbing = xr_new<CEffectorBobbing>	();
		Cameras().AddCamEffector			(pCamBobbing);
	}
	pCamBobbing->SetState						(mstate_real, conditions().IsLimping(), IsZoomAimingMode());

	//звук тяжелого дыхания при уталости и хромании
	if(this==Level().CurrentControlEntity() && !g_pGamePersistent->bDedicatedServer )
	{
		if(conditions().IsLimping() && g_Alive()){
			if(!m_HeavyBreathSnd._feedback()){
				m_HeavyBreathSnd.play_at_pos(this, Fvector().set(0,ACTOR_HEIGHT,0), sm_Looped | sm_2D);
			}else{
				m_HeavyBreathSnd.set_position(Fvector().set(0,ACTOR_HEIGHT,0));
			}
		}else if(m_HeavyBreathSnd._feedback()){
			m_HeavyBreathSnd.stop		();
		}

		float bs = conditions().BleedingSpeed();
		if(bs>0.6f)
		{
			Fvector snd_pos;
			snd_pos.set(0,ACTOR_HEIGHT,0);
			if(!m_BloodSnd._feedback())
				m_BloodSnd.play_at_pos(this, snd_pos, sm_Looped | sm_2D);
			else
				m_BloodSnd.set_position(snd_pos);

			float v = bs+0.25f;

			m_BloodSnd.set_volume	(v);
		}else{
			if(m_BloodSnd._feedback())
				m_BloodSnd.stop();
		}

	}
	
	//если в режиме HUD, то сама модель актера не рисуется
	if(!character_physics_support()->IsRemoved())
										setVisible				(!HUDview	());
	//что актер видит перед собой
	collide::rq_result& RQ = HUD().GetCurrentRayQuery();
	

	if(!input_external_handler_installed() && RQ.O &&  RQ.range<inventory().GetTakeDist()) 
	{
		m_pObjectWeLookingAt			= smart_cast<CGameObject*>(RQ.O);
		
		CGameObject						*game_object = smart_cast<CGameObject*>(RQ.O);
		m_pUsableObject					= smart_cast<CUsableScriptObject*>(game_object);
		m_pInvBoxWeLookingAt			= smart_cast<CInventoryBox*>(game_object);
		inventory().m_pTarget			= smart_cast<PIItem>(game_object);
		m_pPersonWeLookingAt			= smart_cast<CInventoryOwner*>(game_object);
		m_pVehicleWeLookingAt			= smart_cast<CHolderCustom*>(game_object);
		CEntityAlive* pEntityAlive		= smart_cast<CEntityAlive*>(game_object);
		
		if (GameID() == GAME_SINGLE )
		{
			if (m_pUsableObject && m_pUsableObject->tip_text())
			{
				m_sDefaultObjAction = CStringTable().translate( m_pUsableObject->tip_text() );
			}
			else
			{
				if (m_pPersonWeLookingAt && pEntityAlive->g_Alive())
					m_sDefaultObjAction = m_sCharacterUseAction;

				else if (pEntityAlive && !pEntityAlive->g_Alive())
				{
					bool b_allow_drag = !!pSettings->line_exist("ph_capture_visuals",pEntityAlive->cNameVisual());
				
					if(b_allow_drag)
						m_sDefaultObjAction = m_sDeadCharacterUseOrDragAction;
					else
						m_sDefaultObjAction = m_sDeadCharacterUseAction;

				}else if (m_pVehicleWeLookingAt)
					m_sDefaultObjAction = m_sCarCharacterUseAction;

				else if (inventory().m_pTarget && inventory().m_pTarget->CanTake() )
					m_sDefaultObjAction = m_sInventoryItemUseAction;
//.				else if (m_pInvBoxWeLookingAt)
//.					m_sDefaultObjAction = m_sInventoryBoxUseAction;
				else 
					m_sDefaultObjAction = NULL;
			}
		}
	}
	else 
	{
		inventory().m_pTarget	= NULL;
		m_pPersonWeLookingAt	= NULL;
		m_sDefaultObjAction		= NULL;
		m_pUsableObject			= NULL;
		m_pObjectWeLookingAt	= NULL;
		m_pVehicleWeLookingAt	= NULL;
		m_pInvBoxWeLookingAt	= NULL;
	}

//	UpdateSleep									();

	//для свойст артефактов, находящихся на поясе
	UpdateArtefactsOnBelt						();
	m_pPhysics_support->in_shedule_Update		(DT);
	Check_for_AutoPickUp						();
};
Пример #9
0
void CLevel::IR_OnKeyboardPress	(int key)
{
	if(Device.dwPrecacheFrame)
		return;

#ifdef INGAME_EDITOR
	if (Device.editor() && (pInput->iGetAsyncKeyState(DIK_LALT) || pInput->iGetAsyncKeyState(DIK_RALT)))
		return;
#endif // #ifdef INGAME_EDITOR

	bool b_ui_exist = (!!CurrentGameUI());

	EGameActions _curr = get_binded_action(key);

	if(_curr==kPAUSE)
	{
		#ifdef INGAME_EDITOR
			if (Device.editor())	return;
		#endif // INGAME_EDITOR

		if (!g_block_pause && (IsGameTypeSingle() || IsDemoPlay()))
		{
#ifdef DEBUG
			if(psActorFlags.test(AF_NO_CLIP))
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key_no_clip");
			else
#endif //DEBUG
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key");
		}
		return;
	}

	if(	g_bDisableAllInput )	return;

	switch ( _curr ) 
	{
	case kSCREENSHOT:
		Render->Screenshot();
		return;
		break;

	case kCONSOLE:
		Console->Show				();
		return;
		break;

	case kQUIT: 
		{
			if(b_ui_exist && CurrentGameUI()->TopInputReceiver() )
			{
					if(CurrentGameUI()->IR_UIOnKeyboardPress(key))	return;//special case for mp and main_menu
					CurrentGameUI()->TopInputReceiver()->HideDialog();
			}else
			{
				Console->Execute("main_menu");
			}return;
		}break;
	};

	if ( !bReady || !b_ui_exist )			return;

	if ( b_ui_exist && CurrentGameUI()->IR_UIOnKeyboardPress(key)) return;

	if ( Device.Paused() && !IsDemoPlay() 
#ifdef DEBUG
		&& !psActorFlags.test(AF_NO_CLIP) 
#endif //DEBUG
		)	return;

	if ( game && game->OnKeyboardPress(get_binded_action(key)) )	return;

	if(_curr == kQUICK_SAVE && IsGameTypeSingle())
	{
		Console->Execute			("save");
		return;
	}
	if(_curr == kQUICK_LOAD && IsGameTypeSingle())
	{
#ifdef DEBUG
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
#endif // DEBUG
		string_path					saved_game,command;
		strconcat					(sizeof(saved_game),saved_game,Core.UserName," - ","quicksave");
		if (!CSavedGameWrapper::valid_saved_game(saved_game))
			return;

		strconcat					(sizeof(command),command,"load ",saved_game);
		Console->Execute			(command);
		return;
	}

#ifndef MASTER_GOLD
	switch (key) {
	case DIK_F7: {
		if (GameID() != eGameIDSingle) return;
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
		NET_Packet					net_packet;
		net_packet.w_begin			(M_RELOAD_GAME);
		Send						(net_packet,net_flags(TRUE));
		return;
	}
	case DIK_DIVIDE: {
		if (!Server)
			break;

		SetGameTimeFactor			(g_fTimeFactor);

#ifdef DEBUG
		if(!m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
#else //DEBUG
		SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
#endif //DEBUG
		
		break;	
	}
	case DIK_MULTIPLY: {
		if (!Server)
			break;

		SetGameTimeFactor			(1000.f);
#ifdef DEBUG
		if(!m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 1000.f);
#else //DEBUG
		SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 1000.f);
#endif //DEBUG
		
		break;
	}
#ifdef DEBUG
	case DIK_SUBTRACT:{
		if (!Server)
			break;
		if(m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
		else
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 0.00001f);

		m_bEnvPaused = !m_bEnvPaused;
		break;
	}
#endif //DEBUG
	case DIK_NUMPAD5: 
		{
			if (GameID()!=eGameIDSingle) 
			{
				Msg("For this game type Demo Record is disabled.");
///				return;
			};
			if(!pInput->iGetAsyncKeyState(DIK_LSHIFT))
			{
				Console->Hide	();
				Console->Execute("demo_record 1");
			}
		}
		break;

#ifdef DEBUG

	// Lain: added TEMP!!!
	case DIK_UP:
	{
		g_separate_factor /= 0.9f;
		break;
	}
	case DIK_DOWN:
	{
		g_separate_factor *= 0.9f;
		if ( g_separate_factor < 0.1f )
		{
			g_separate_factor = 0.1f;
		}
		break;
	}
	case DIK_LEFT:
	{
		g_separate_radius *= 0.9f;
		if ( g_separate_radius < 0 )
		{
			g_separate_radius = 0;
		}
		break;
	}
	case DIK_RIGHT:
	{
		g_separate_radius /= 0.9f;
		break;
	}

	case DIK_RETURN: {
		bDebug	= !bDebug;
		return;
	}
	case DIK_BACK:
		if (GameID() == eGameIDSingle)
			DRender->NextSceneMode();
			//HW.Caps.SceneMode			= (HW.Caps.SceneMode+1)%3;
		return;

	case DIK_F4: {
		if (pInput->iGetAsyncKeyState(DIK_LALT))
			break;

		if (pInput->iGetAsyncKeyState(DIK_RALT))
			break;

		bool bOk = false;
		u32 i=0, j, n=Objects.o_count();
		if (pCurrentEntity)
			for ( ; i<n; ++i)
				if (Objects.o_get_by_iterator(i) == pCurrentEntity)
					break;
		if (i < n) {
			j = i;
			bOk = false;
			for (++i; i <n; ++i) {
				CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
				if (tpEntityAlive) {
					bOk = true;
					break;
				}
			}
			if (!bOk)
				for (i = 0; i <j; ++i) {
					CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
					if (tpEntityAlive) {
						bOk = true;
						break;
					}
				}
			if (bOk) {
				CObject *tpObject = CurrentEntity();
				CObject *__I = Objects.o_get_by_iterator(i);
				CObject **I = &__I;
				
				SetEntity(*I);
				if (tpObject != *I)
				{
					CActor* pActor = smart_cast<CActor*> (tpObject);
					if (pActor)
						pActor->inventory().Items_SetCurrentEntityHud(false);
				}
				if (tpObject)
				{
					Engine.Sheduler.Unregister	(tpObject);
					Engine.Sheduler.Register	(tpObject, TRUE);
				};
				Engine.Sheduler.Unregister	(*I);
				Engine.Sheduler.Register	(*I, TRUE);

				CActor* pActor = smart_cast<CActor*> (*I);
				if (pActor)
				{
					pActor->inventory().Items_SetCurrentEntityHud(true);

					CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
					if (pHudItem) 
					{
						pHudItem->OnStateSwitch(pHudItem->GetState());
					}
				}
			}
		}
		return;
	}
	// Lain: added
	case DIK_F5: 
	{
		if ( CBaseMonster* pBM = smart_cast<CBaseMonster*>(CurrentEntity()))
		{
			DBG().log_debug_info();			
		}
		break;
	}

	case MOUSE_1: {
		if (GameID() != eGameIDSingle)
			break;

		if (pInput->iGetAsyncKeyState(DIK_LALT)) {
			if (smart_cast<CActor*>(CurrentEntity()))
				try_change_current_entity	();
			else
				restore_actor				();
			return;
		}
		break;
	}
	/**/
#endif
#ifdef DEBUG
	case DIK_F9:{
//		if (!ai().get_alife())
//			break;
//		const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
		break;
	}
		return;
//	case DIK_F10:{
//		ai().level_graph().set_dest_point();
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_start_point();
//			m_bSynchronization	= false;
//		}
//		luabind::functor<void>	functor;
//		ai().script_engine().functor("alife_test.set_switch_online",functor);
//		functor(0,false);
//	}
//		return;
//	case DIK_F11:
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_dest_point();
//			ai().level_graph().select_cover_point();
//			m_bSynchronization	= false;
//		}
//		return;
#endif // DEBUG
	}
#endif // MASTER_GOLD

	if (bindConsoleCmds.execute(key))
		return;

	if (CURRENT_ENTITY())		
	{
		IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
		if (IR)				IR->IR_OnKeyboardPress(get_binded_action(key));
	}


	#ifdef _DEBUG
		CObject *obj = Level().Objects.FindObjectByName("monster");
		if (obj) {
			CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
			if (monster) 
				monster->debug_on_key(key);
		}
	#endif
}
Пример #10
0
void CLevel::IR_OnKeyboardPress	(int key)
{
	bool b_ui_exist = (pHUD && pHUD->GetUI());

	if (!g_bDisableAllInput)
	{
		if (auto ui = HUD().GetUI())
		{
			if (ui->UIMainIngameWnd)
			{
				ui->UIMainIngameWnd->HudAdjustMode(key); // Real Wolf. 07.09.2014.
			}
		}

		/************************************************** added by Ray Twitty (aka Shadows) START **************************************************/
		// Колбек на нажатие клавиши
		if (g_actor) Actor()->callback(GameObject::eOnKeyPress)(key);
		/*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/
	}

	EGameActions _curr = get_binded_action(key);
	switch ( _curr ) 
	{

	case kSCREENSHOT:
		Render->Screenshot();
		return;
		break;

	case kCONSOLE:
		Console->Show				();
		return;
		break;

	case kQUIT:	{
		if(b_ui_exist && HUD().GetUI()->MainInputReceiver() ){
				if(HUD().GetUI()->MainInputReceiver()->IR_OnKeyboardPress(key))	return;//special case for mp and main_menu
				HUD().GetUI()->StartStopMenu( HUD().GetUI()->MainInputReceiver(), true);
		}else
			Console->Execute			("main_menu");
		return;
		}break;

	case kPAUSE:
		if(!g_block_pause)
		{
			if ( IsGameTypeSingle() )
			{
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key");
			}
		}
		return;
		break;
	
	};

	if(	g_bDisableAllInput )	return;
	if ( !b_ui_exist )			return;

	if ( b_ui_exist && pHUD->GetUI()->IR_OnKeyboardPress(key)) return;

	if( Device.Paused() )		return;

	if ( game && Game().IR_OnKeyboardPress(key) ) return;

	if(_curr == kQUICK_SAVE && IsGameTypeSingle())
	{
		Console->Execute			("save");
		return;
	}
	if(_curr == kQUICK_LOAD && IsGameTypeSingle())
	{
#ifdef DEBUG
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
#endif // DEBUG
		string_path					saved_game,command;
		strconcat					(sizeof(saved_game),saved_game,Core.UserName,"_","quicksave");
		if (!CSavedGameWrapper::valid_saved_game(saved_game))
			return;

		strconcat					(sizeof(command),command,"load ",saved_game);
		Console->Execute			(command);
		return;
	}

#ifndef MASTER_GOLD
	switch (key) {
	case DIK_NUMPAD5: 
		{
			if (GameID() != GAME_SINGLE) 
			{
				Msg("For this game type Demo Record is disabled.");
///				return;
			};
			Console->Hide	();
			Console->Execute("demo_record 1");
		}
		break;
#endif // MASTER_GOLD
#ifdef DEBUG
	case DIK_RETURN:
			bDebug	= !bDebug;
		return;

	case DIK_BACK:
		if (GameID() == GAME_SINGLE)
			HW.Caps.SceneMode			= (HW.Caps.SceneMode+1)%3;
		return;

	case DIK_F4: {
		if (pInput->iGetAsyncKeyState(DIK_LALT))
			break;

		if (pInput->iGetAsyncKeyState(DIK_RALT))
			break;

		bool bOk = false;
		u32 i=0, j, n=Objects.o_count();
		if (pCurrentEntity)
			for ( ; i<n; ++i)
				if (Objects.o_get_by_iterator(i) == pCurrentEntity)
					break;
		if (i < n) {
			j = i;
			bOk = false;
			for (++i; i <n; ++i) {
				CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
				if (tpEntityAlive) {
					bOk = true;
					break;
				}
			}
			if (!bOk)
				for (i = 0; i <j; ++i) {
					CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
					if (tpEntityAlive) {
						bOk = true;
						break;
					}
				}
			if (bOk) {
				CObject *tpObject = CurrentEntity();
				CObject *__I = Objects.o_get_by_iterator(i);
				CObject **I = &__I;
				
				SetEntity(*I);
				if (tpObject != *I)
				{
					CActor* pActor = smart_cast<CActor*> (tpObject);
					if (pActor)
						pActor->inventory().Items_SetCurrentEntityHud(false);
				}
				if (tpObject)
				{
					Engine.Sheduler.Unregister	(tpObject);
					Engine.Sheduler.Register	(tpObject, TRUE);
				};
				Engine.Sheduler.Unregister	(*I);
				Engine.Sheduler.Register	(*I, TRUE);

				CActor* pActor = smart_cast<CActor*> (*I);
				if (pActor)
				{
					pActor->inventory().Items_SetCurrentEntityHud(true);

					CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
					if (pHudItem) 
					{
						pHudItem->OnStateSwitch(pHudItem->GetState());
					}
				}
			}
		}
		return;
	}
	case MOUSE_1: {
		if (GameID() != GAME_SINGLE)
			break;
		if (pInput->iGetAsyncKeyState(DIK_LALT)) {
			if (CurrentEntity()->CLS_ID == CLSID_OBJECT_ACTOR)
				try_change_current_entity	();
			else
				restore_actor				();
			return;
		}
		break;
	}
	/**/


	case DIK_DIVIDE:
		if( OnServer() ){
//			float NewTimeFactor				= pSettings->r_float("alife","time_factor");
			
			if (GameID() == GAME_SINGLE)
				Server->game->SetGameTimeFactor(g_fTimeFactor);
			else
			{
				Server->game->SetEnvironmentGameTimeFactor(g_fTimeFactor);
				Server->game->SetGameTimeFactor(g_fTimeFactor);
			};
		}
		break;	
	case DIK_MULTIPLY:
		if( OnServer() ){
			float NewTimeFactor				= 1000.f;
			if (GameID() == GAME_SINGLE)
				Server->game->SetGameTimeFactor(NewTimeFactor);
			else
			{
				Server->game->SetEnvironmentGameTimeFactor(NewTimeFactor);
//				Server->game->SetGameTimeFactor(NewTimeFactor);
			};
		}
		break;
#endif
#ifdef DEBUG
	case DIK_F9:{
//		if (!ai().get_alife())
//			break;
//		const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
		if (GameID() != GAME_SINGLE)
		{
			extern INT g_sv_SendUpdate;
			g_sv_SendUpdate = 1;
		};
		break;
	}
		return;
//	case DIK_F10:{
//		ai().level_graph().set_dest_point();
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_start_point();
//			m_bSynchronization	= false;
//		}
//		luabind::functor<void>	functor;
//		ai().script_engine().functor("alife_test.set_switch_online",functor);
//		functor(0,false);
//	}
//		return;
//	case DIK_F11:
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_dest_point();
//			ai().level_graph().select_cover_point();
//			m_bSynchronization	= false;
//		}
//		return;
#endif // DEBUG
#ifndef MASTER_GOLD
	}
#endif // MASTER_GOLD

	if (bindConsoleCmds.execute(key))
		return;

	if( b_ui_exist && HUD().GetUI()->MainInputReceiver() )return;
	if (CURRENT_ENTITY())		{
			IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
			if (IR)				IR->IR_OnKeyboardPress(get_binded_action(key));
		}


	#ifdef _DEBUG
		CObject *obj = Level().Objects.FindObjectByName("monster");
		if (obj) {
			CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
			if (monster) 
				monster->debug_on_key(key);
		}
	#endif
}