//------------------------------------------------------------------------
int CScriptBind_Vehicle::EnterVehicle(IFunctionHandler* pH, ScriptHandle actorHandle, int seatId, bool isAnimationEnabled)
{
	CVehicle* pVehicle = GetVehicle(pH);
	if (!pVehicle || !actorHandle.n)
		return pH->EndFunction(0);

	IVehicleSeat* pSeat = pVehicle->GetSeatById(seatId);

	bool ret = false;

	if (pSeat)
		ret = pSeat->Enter((EntityId)actorHandle.n, isAnimationEnabled);
	
	return pH->EndFunction(ret);
}
Пример #2
0
void CFlowVehicleTurret::ProcessEvent(EFlowEvent event, SActivationInfo* pActInfo)
{
	CFlowVehicleBase::ProcessEvent(event, pActInfo); // handles eFE_SetEntityId

	if (event == eFE_Activate)
	{
		if (IsPortActive(pActInfo, eIn_Trigger))
		{
			bool bSuccess = false;

			const string seatName = GetPortString(pActInfo, eIn_Seat);
			Vec3         aimPos   = GetPortVec3(pActInfo, eIn_AimPos);

			CVehicle* pVehicle = static_cast<CVehicle*>(GetVehicle());
			if (pVehicle)
			{
				CVehicleSeat* pSeat = static_cast<CVehicleSeat*>(pVehicle->GetSeatById(pVehicle->GetSeatId(seatName)));
				if (pSeat)
				{
					TVehicleSeatActionVector &seatActions = pSeat->GetSeatActions();
					for (TVehicleSeatActionVector::iterator ite = seatActions.begin(); ite != seatActions.end(); ++ite)
					{
						IVehicleSeatAction*             pSeatAction         = ite->pSeatAction;
						CVehicleSeatActionRotateTurret* pActionRotateTurret = CAST_VEHICLEOBJECT(CVehicleSeatActionRotateTurret, pSeatAction);
						if (pActionRotateTurret)
						{
							if (!aimPos.IsZero())
							{
								pActionRotateTurret->SetAimGoal(aimPos);
							}
							bSuccess = true;
							break;
						}
					}
				}
			}
			ActivateOutput( pActInfo, eOut_Success, bSuccess );
		}
	}
}