void CCinematicInput::OnAction( const EntityId actorId, const ActionId& actionId, int activationMode, float value) { const CGameActions& gameActions = g_pGame->Actions(); if (actionId == gameActions.attack1_cine) { CWeapon* pPrimaryWeapon = GetWeapon( eWeapon_Primary ); if (pPrimaryWeapon != NULL) { pPrimaryWeapon->OnAction( actorId, actionId, activationMode, value ); } } else if (actionId == gameActions.attack2_cine) { CWeapon* pSecondaryWeapon = GetWeapon( eWeapon_Secondary ); if (pSecondaryWeapon != NULL) { pSecondaryWeapon->OnAction( actorId, actionId, activationMode, value ); } } }
void CCinematicInput::OnAction( const EntityId actorId, const ActionId& actionId, int activationMode, float value) { const CGameActions& gameActions = g_pGame->Actions(); if (actionId == gameActions.attack1_cine) { CWeapon* pPrimaryWeapon = GetWeapon( eWeapon_Primary ); if (pPrimaryWeapon != NULL) { pPrimaryWeapon->OnAction( actorId, actionId, activationMode, value ); } } else if (actionId == gameActions.attack2_cine) { CWeapon* pSecondaryWeapon = GetWeapon( eWeapon_Secondary ); if (pSecondaryWeapon != NULL) { pSecondaryWeapon->OnAction( actorId, actionId, activationMode, value ); } } else if (actionId == gameActions.skip_cutscene) { const int playingSequences = gEnv->pMovieSystem->GetNumPlayingSequences(); for (int i = 0; i < playingSequences; ++i) { IAnimSequence* pSeq = gEnv->pMovieSystem->GetPlayingSequence(i); if (pSeq && pSeq->GetFlags() & IAnimSequence::eSeqFlags_CutScene) { if (!(pSeq->GetFlags() & IAnimSequence::eSeqFlags_NoAbort)) { gEnv->pMovieSystem->SetPlayingTime(pSeq, pSeq->GetTimeRange().end); } } } } }
void CTerraPlayerInput::OnActionAttack1(const ActionId& action, int activationMode, float value) { CWeapon* pWeapon = m_pPlayer->GetWeapon(m_pPlayer->GetCurrentItemId()); pWeapon->OnAction(m_pPlayer->GetEntityId(), action, activationMode, value); }