//------------------------------------------------------------------------ bool CC4::CanSelect() const { bool canSelect = (CWeapon::CanSelect() && !OutOfAmmo(false)); //Check for remaining projectiles to detonate if(!canSelect) { CActor *pOwner = GetOwnerActor(); if(!pOwner) return false; EntityId detonatorId = pOwner->GetInventory()?pOwner->GetInventory()->GetItemByClass(CItem::sDetonatorClass):0; //Do not re-select detonator again if(detonatorId && (detonatorId==pOwner->GetCurrentItemId())) return false; IFireMode *pFM = GetFireMode(GetCurrentFireMode()); if(pFM) { //CC4::Select will select the detonator in this case EntityId projectileId = pFM->GetProjectileId(); if(projectileId && g_pGame->GetWeaponSystem()->GetProjectile(projectileId)) return true; } } return canSelect; };
//------------------------------------------------------------------------ void CDetonate::StartFire() { if (CanFire(false)) { CActor *pOwner=m_pWeapon->GetOwnerActor(); CCCPOINT(DetonateFireMode_StartFireOK); m_pWeapon->RequireUpdate(eIUS_FireMode); m_detonationTimer = 0.1f; m_pWeapon->PlayAction(GetFragmentIds().fire); m_pWeapon->RequestDetonate(); } else { #if !defined(_RELEASE) IFireMode* pFM = m_pWeapon->GetFireMode(m_pWeapon->GetCurrentFireMode()); EntityId projectileId = pFM ? pFM->GetProjectileId() : 0; IEntity * projectile = gEnv->pEntitySystem->GetEntity(projectileId); CryLog ("[Detonate] Failure to detonate %s '%s' (timer = %.4f, can detonate = %s, fire mode = '%s') projectile = %u (%s '%s')", m_pWeapon->GetEntity()->GetClass()->GetName(), m_pWeapon->GetEntity()->GetName(), m_detonationTimer, m_canDetonate ? "TRUE" : "FALSE", pFM ? pFM->GetName() : "NONE", projectileId, projectile ? projectile->GetClass()->GetName() : "NONE", projectile ? projectile->GetName() : "N/A"); #endif CCCPOINT_IF(m_detonationTimer > 0.0f, DetonateFireMode_CannotFire_TimerNotReachedZero); CCCPOINT(DetonateFireMode_CannotFire); } }
//----------------------------------------------------------------------- bool CC4::OnActionSelectDetonator(EntityId actorId, const ActionId& actionId, int activationMode, float value) { if(activationMode == eAAM_OnPress) { bool projectile = false; IFireMode* pFM = GetFireMode(GetCurrentFireMode()); if(pFM) { EntityId projectileId = pFM->GetProjectileId(); if(projectileId && g_pGame->GetWeaponSystem()->GetProjectile(projectileId)) projectile = true; } //If there is some projectile we can switch if(projectile) SelectDetonator(); } return true; }
//------------------------------------------------------------------------ void CC4::Select(bool select) { if(select) { bool outOfAmmo = OutOfAmmo(false); bool projectile = false; IFireMode *pFM = GetFireMode(GetCurrentFireMode()); if(pFM) { EntityId projectileId = pFM->GetProjectileId(); if(projectileId && g_pGame->GetWeaponSystem()->GetProjectile(projectileId)) projectile = true; } if(outOfAmmo && projectile) { SelectDetonator(); return; } else if(outOfAmmo) { Select(false); CActor *pOwner=GetOwnerActor(); if(!pOwner) return; EntityId fistsId = pOwner->GetInventory()?pOwner->GetInventory()->GetItemByClass(CItem::sFistsClass):0; if(fistsId) pOwner->SelectItem(fistsId,true); return; } } CWeapon::Select(select); }