void CCustomDetector::OnStateSwitch(u32 S) { inherited::OnStateSwitch(S); switch(S) { case eShowing: { g_player_hud->attach_item (this); m_sounds.PlaySound ("sndShow", Fvector().set(0,0,0), this, true, false); PlayHUDMotion (m_bFastAnimMode?"anm_show_fast":"anm_show", TRUE, this, GetState()); SetPending (TRUE); }break; case eHiding: { m_sounds.PlaySound ("sndHide", Fvector().set(0,0,0), this, true, false); PlayHUDMotion (m_bFastAnimMode?"anm_hide_fast":"anm_hide", TRUE, this, GetState()); SetPending (TRUE); }break; case eIdle: { PlayAnimIdle (); SetPending (FALSE); }break; } }
void CWeaponMagazinedWGrenade::PlayAnimModeSwitch() { if(m_bGrenadeMode) PlayHUDMotion("anm_switch_g" , FALSE, this, eSwitch); else PlayHUDMotion("anm_switch" , FALSE, this, eSwitch); }
void CWeaponMagazinedWGrenade::PlayAnimIdle() { if(IsGrenadeLauncherAttached()) { if(IsZoomed()) { if(m_bGrenadeMode) PlayHUDMotion("anm_idle_g_aim", FALSE, NULL, GetState()); else PlayHUDMotion("anm_idle_w_gl_aim", TRUE, NULL, GetState()); }else { int act_state = 0; CActor* pActor = smart_cast<CActor*>(H_Parent()); if(pActor) { CEntity::SEntityState st; pActor->g_State(st); if(st.bSprint) { act_state = 1; PlayHUDMotion("anm_idle_sprint", TRUE, NULL,GetState()); }else if(pActor->AnyMove()) { act_state = 2; PlayHUDMotion("anm_idle_moving", TRUE, NULL, GetState()); } } if(m_bGrenadeMode) { if(act_state==0) PlayHUDMotion("anm_idle_g", FALSE, NULL, GetState()); else if(act_state==1) PlayHUDMotion("anm_idle_sprint_g", TRUE, NULL,GetState()); else if(act_state==2) PlayHUDMotion("anm_idle_moving_g", TRUE, NULL,GetState()); }else { if(act_state==0) PlayHUDMotion("anm_idle_w_gl", FALSE, NULL, GetState()); else if(act_state==1) PlayHUDMotion("anm_idle_sprint_w_gl", TRUE, NULL,GetState()); else if(act_state==2) PlayHUDMotion("anm_idle_moving_w_gl", TRUE, NULL,GetState()); } } } else inherited::PlayAnimIdle(); }
void CWeaponPistol::PlayAnimReload() { VERIFY(GetState()==eReload); if(iAmmoElapsed==0) { PlayHUDMotion("anm_reload_empty", TRUE, this, GetState()); }else{ PlayHUDMotion("anm_reload", TRUE, this, GetState()); } }
void CWeaponBM16::PlayAnimReload() { bool b_both = HaveCartridgeInInventory(2); VERIFY(GetState()==eReload); if(m_magazine.size()==1 || !b_both) PlayHUDMotion("anm_reload_1",TRUE,this,GetState()); else PlayHUDMotion("anm_reload_2",TRUE,this,GetState()); }
void CWeaponKnife::switch2_Attacking (u32 state) { if(IsPending()) return; if(state==eFire) PlayHUDMotion("anm_attack", FALSE, this, state); else //eFire2 PlayHUDMotion("anm_attack2", FALSE, this, state); SetPending (TRUE); }
void CWeaponMagazinedWGrenade::PlayAnimBore() { if(IsGrenadeLauncherAttached()) { if(m_bGrenadeMode) PlayHUDMotion ("anm_bore_g", TRUE, this, GetState()); else PlayHUDMotion ("anm_bore_w_gl", TRUE, this, GetState()); }else inherited::PlayAnimBore(); }
void CWeaponBM16::PlayAnimShoot() { switch( m_magazine.size() ) { case 1: PlayHUDMotion("anm_shot_1",FALSE,this,GetState()); break; case 2: PlayHUDMotion("anm_shot_2",FALSE,this,GetState()); break; } }
void CWeaponPistol::PlayAnimShoot () { VERIFY(GetState()==eFire); if(iAmmoElapsed > 1) { PlayHUDMotion("anm_shots" , FALSE, this, GetState()); } else { PlayHUDMotion("anm_shot_l", FALSE, this, GetState()); } }
//виртуальные функции для проигрывания анимации HUD void CWeaponMagazinedWGrenade::PlayAnimShow() { VERIFY(GetState()==eShowing); if(IsGrenadeLauncherAttached()) { if(!m_bGrenadeMode) PlayHUDMotion("anm_show_w_gl", FALSE, this, GetState()); else PlayHUDMotion("anm_show_g", FALSE, this, GetState()); } else PlayHUDMotion("anm_show", FALSE, this, GetState()); }
void CWeaponMagazinedWGrenade::PlayAnimHide() { VERIFY(GetState()==eHiding); if(IsGrenadeLauncherAttached()) if(!m_bGrenadeMode) PlayHUDMotion("anm_hide_w_gl", TRUE, this, GetState()); else PlayHUDMotion("anm_hide_g", TRUE, this, GetState()); else PlayHUDMotion("anm_hide", TRUE, this, GetState()); }
void CWeaponBM16::PlayAnimBore() { switch( m_magazine.size() ) { case 0: PlayHUDMotion("anm_bore_0",TRUE,this,GetState()); break; case 1: PlayHUDMotion("anm_bore_1",TRUE,this,GetState()); break; case 2: PlayHUDMotion("anm_bore_2",TRUE,this,GetState()); break; } }
void CWeaponBM16::PlayAnimIdleMoving() { switch( m_magazine.size() ) { case 0: PlayHUDMotion("anm_idle_moving_0",TRUE,this,GetState()); break; case 1: PlayHUDMotion("anm_idle_moving_1",TRUE,this,GetState()); break; case 2: PlayHUDMotion("anm_idle_moving_2",TRUE,this,GetState()); break; } }
void CWeaponMagazinedWGrenade::PlayAnimShoot() { if(m_bGrenadeMode) { PlayHUDMotion("anm_shots_g" ,FALSE, this, eFire); } else { VERIFY(GetState()==eFire); if(IsGrenadeLauncherAttached()) PlayHUDMotion("anm_shots_w_gl" ,FALSE, this, GetState()); else inherited::PlayAnimShoot(); } }
void CWeaponPistol::PlayAnimBore() { if(iAmmoElapsed==0) PlayHUDMotion ("anm_bore_empty", TRUE, this, GetState()); else inherited::PlayAnimBore(); }
void CWeaponPistol::PlayAnimAim() { if(iAmmoElapsed==0) PlayHUDMotion("anm_idle_aim_empty", TRUE, NULL, GetState()); else inherited::PlayAnimAim(); }
void CWeaponMagazinedWGrenade::PlayAnimReload() { VERIFY(GetState()==eReload); if(IsGrenadeLauncherAttached()) PlayHUDMotion("anm_reload_w_gl", TRUE, this, GetState()); else inherited::PlayAnimReload(); }
void CWeaponPistol::PlayAnimShow () { VERIFY(GetState()==eShowing); if(iAmmoElapsed==0) PlayHUDMotion("anm_show_empty", FALSE, this, GetState()); else inherited::PlayAnimShow(); }
void CWeaponPistol::PlayAnimIdleMoving() { if(iAmmoElapsed==0) { PlayHUDMotion("anm_idle_moving_empty", TRUE, NULL, GetState()); }else{ inherited::PlayAnimIdleMoving(); } }
void CWeaponPistol::PlayAnimHide() { VERIFY(GetState()==eHiding); if(iAmmoElapsed==0) { PlaySound ("sndClose", get_LastFP()); PlayHUDMotion ("anm_hide_empty" , TRUE, this, GetState()); } else inherited::PlayAnimHide(); }
void CWeaponPistol::PlayAnimIdle() { if (TryPlayAnimIdle()) return; VERIFY(GetState()==eIdle); if(iAmmoElapsed==0) { PlayHUDMotion("anm_idle_empty", TRUE, NULL, GetState()); }else{ inherited::PlayAnimIdle (); } }
void CWeaponBM16::PlayAnimIdle() { if(TryPlayAnimIdle()) return; if(IsZoomed()) { switch (m_magazine.size()) { case 0:{ PlayHUDMotion("anm_idle_aim_0", TRUE, NULL, GetState()); }break; case 1:{ PlayHUDMotion("anm_idle_aim_1", TRUE, NULL, GetState()); }break; case 2:{ PlayHUDMotion("anm_idle_aim_2", TRUE, NULL, GetState()); }break; }; }else{ switch (m_magazine.size()) { case 0:{ PlayHUDMotion("anm_idle_0", TRUE, NULL, GetState()); }break; case 1:{ PlayHUDMotion("anm_idle_1", TRUE, NULL, GetState()); }break; case 2:{ PlayHUDMotion("anm_idle_2", TRUE, NULL, GetState()); }break; }; } }
void CArtefact::OnStateSwitch(u32 S) { inherited::OnStateSwitch (S); switch(S){ case eShowing: { PlayHUDMotion("anm_show", FALSE, this, S); }break; case eHiding: { PlayHUDMotion("anm_hide", FALSE, this, S); }break; case eActivating: { PlayHUDMotion("anm_activate", FALSE, this, S); }break; case eIdle: { PlayAnimIdle(); }break; }; }
void CWeaponMagazinedWGrenade::switch2_Reload() { VERIFY(GetState()==eReload); if(m_bGrenadeMode) { PlaySound("sndReloadG", get_LastFP2()); PlayHUDMotion("anm_reload_g", FALSE, this, GetState()); SetPending (TRUE); } else inherited::switch2_Reload(); }
void CWeaponRPG7::PlayAnimReload() { VERIFY(GetState()==eReload); PlayHUDMotion("anm_reload", FALSE, this, GetState()); }
void CWeaponKnife::switch2_Hiding () { FireEnd (); VERIFY(GetState()==eHiding); PlayHUDMotion("anm_hide", TRUE, this, GetState()); }
void CWeaponKnife::switch2_Showing () { VERIFY(GetState()==eShowing); PlayHUDMotion("anm_show", FALSE, this, GetState()); }
void CArtefact::PlayAnimIdle() { PlayHUDMotion("anm_idle", FALSE, NULL, eIdle); }