|
enum ActionInputType |
|
{ |
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AIT_CONTINUOUS, |
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AIT_SINGLE, |
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AIT_DOUBLECLICK, |
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AIT_HOLDSINGLE, |
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AIT_CLICKCONTINUOUS, |
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AIT_NOINPUTCONTROL, |
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AIT_INVENTORYINPUT, |
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} |
|
|
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class ForcedActionData |
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{ |
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ActionBase m_Action; |
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ref ActionTarget m_Target; |
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ItemBase m_Item; |
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} |
|
|
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class ActionInput : ActionInput_Basic |
|
{ |
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UAIDWrapper m_input; |
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int m_InputType; |
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int m_Priority; |
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bool m_DetectFromItem; |
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bool m_DetectFromTarget; |
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bool m_DetectFromPlayer; |
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bool m_Enabled; |
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bool m_JustActivate; |
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bool m_HasTarget; |
|
|
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PlayerBase m_Player; |
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|
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ref ActionTarget m_ForcedTarget; |
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|
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ref ForcedActionData m_ForcedActionData; |
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|
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ref ActionTarget m_Target; |
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ItemBase m_MainItem; |
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int m_ConditionMask; |
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|
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bool m_Active; |
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|
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void ActionInput() |
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{ |
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m_Active = false; |
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m_Enabled = true; |
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m_ForcedTarget = null; |
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m_ForcedActionData = null; |
|
|
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m_HasTarget = false; |
|
|
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m_JustActivate = false; |
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m_DetectFromTarget = false; |
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m_DetectFromItem = true; |
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m_DetectFromPlayer = true; |
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|
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m_Priority = 100; |
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} |
|
|
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void Init(PlayerBase player, ActionManagerClient am) |
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{ |
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m_Player = player; |
|
|
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if ( LogManager.IsActionLogEnable()) |
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{ |
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Debug.ActionLog("n/a",this.ToString(), "n/a","Init()", player.ToString()); |
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} |
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|
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} |
|
|
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void SetEnablity(bool value) |
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{ |
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m_Enabled = value; |
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} |
|
|
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protected void SetInput(string input_name) |
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{ |
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m_input = GetUApi().GetInputByName(input_name).GetPersistentWrapper(); |
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|
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if ( LogManager.IsActionLogEnable()) |
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{ |
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if (m_input && m_input.InputP()) |
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Debug.ActionLog("(+) input set to " + input_name ,this.ToString(), "n/a","SetInput()", "n/a"); |
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else |
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Debug.ActionLog("(-) input is not set to " + input_name ,this.ToString(), "n/a","SetInput()","n/a"); |
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} |
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} |
|
|
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int GetInputType() |
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{ |
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return m_InputType; |
|
} |
|
|
|
UAInput GetUAInput() |
|
{ |
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return m_input.InputP(); |
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} |
|
|
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bool JustActivate() |
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{ |
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return m_JustActivate; |
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} |
|
|
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bool IsActive() |
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{ |
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return m_Active; |
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} |
|
|
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bool WasEnded() |
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{ |
|
return !m_Active; |
|
} |
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|
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void Update() |
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{ |
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if( !m_Enabled ) |
|
{ |
|
m_Active = false; |
|
m_JustActivate = false; |
|
return; |
|
} |
|
|
|
switch ( m_InputType ) |
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{ |
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case ActionInputType.AIT_CONTINUOUS: |
|
m_JustActivate = false; |
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if(m_Active) |
|
{ |
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m_Active = m_input.InputP().LocalHold(); |
|
} |
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else |
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{ |
|
m_Active = m_input.InputP().LocalHoldBegin(); |
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m_JustActivate = m_Active; |
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} |
|
break; |
|
case ActionInputType.AIT_SINGLE: |
|
m_Active = m_input.InputP().LocalClick(); |
|
m_JustActivate = m_Active; |
|
break; |
|
case ActionInputType.AIT_DOUBLECLICK: |
|
m_Active = m_input.InputP().LocalDoubleClick(); |
|
m_JustActivate = m_Active; |
|
break; |
|
break; |
|
case ActionInputType.AIT_HOLDSINGLE: |
|
m_Active = m_input.InputP().LocalHoldBegin(); |
|
m_JustActivate = m_Active; |
|
break; |
|
break; |
|
case ActionInputType.AIT_CLICKCONTINUOUS: |
|
m_JustActivate = false; |
|
if(m_Active) |
|
{ |
|
if ( m_input.InputP().LocalClick() ) |
|
{ |
|
m_Active = false; |
|
} |
|
} |
|
else |
|
{ |
|
m_Active = m_input.InputP().LocalClick(); |
|
m_JustActivate = m_Active; |
|
} |
|
break; |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
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void Reset() |
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{ |
|
m_Active = false; |
|
ActionsSelectReset(); |
|
} |
|
|
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void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
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{ |
|
} |
|
|
|
ActionBase GetAction() |
|
{ |
|
return NULL; |
|
} |
|
|
|
ActionTarget GetUsedActionTarget() |
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{ |
|
return m_Target; |
|
} |
|
|
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ItemBase GetUsedMainItem() |
|
{ |
|
return m_MainItem; |
|
} |
|
|
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array<ActionBase> GetPossibleActions() |
|
{ |
|
return NULL; |
|
} |
|
|
|
ActionBase GetPossibleAction() |
|
{ |
|
return NULL; |
|
} |
|
|
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int GetPossibleActionIndex() |
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{ |
|
return -1; |
|
} |
|
|
|
bool HasTarget() |
|
{ |
|
return false; |
|
} |
|
|
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void OnActionStart() |
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{ |
|
ActionsSelectReset(); |
|
} |
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|
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void OnActionEnd() |
|
{ |
|
Reset(); |
|
} |
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|
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void ActionsSelectReset() |
|
{} |
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|
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void ForceAction(ActionBase action, ActionTarget target, ItemBase item ) |
|
{ |
|
m_ForcedActionData = new ForcedActionData; |
|
m_ForcedActionData.m_Action = action; |
|
m_ForcedActionData.m_Target = target; |
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m_ForcedActionData.m_Item = item; |
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} |
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|
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void ForceActionTarget( ActionTarget target ) |
|
{ |
|
m_ForcedTarget = target; |
|
} |
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|
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void ClearForcedAction() |
|
{ |
|
m_ForcedActionData = null; |
|
} |
|
|
|
void ClearForcedTarget() |
|
{ |
|
m_ForcedTarget = NULL; |
|
} |
|
|
|
bool ForceActionCheck(PlayerBase player) |
|
{ |
|
if (m_ForcedActionData) |
|
{ |
|
if (m_ForcedActionData.m_Action.Can(player, m_ForcedActionData.m_Target, m_ForcedActionData.m_Item)) |
|
{ |
|
m_MainItem = m_ForcedActionData.m_Item; |
|
m_Target = m_ForcedActionData.m_Target; |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
void SelectNextAction() |
|
{ |
|
} |
|
|
|
void SelectPrevAction() |
|
{} |
|
|
|
int GetPossibleActionsCount() |
|
{ |
|
return -1; |
|
} |
|
|
|
bool HasInput() |
|
{ |
|
return m_input != NULL; |
|
} |
|
|
|
int GetPriority() |
|
{ |
|
return m_Priority; |
|
} |
|
} |
|
|
|
class StandardActionInput : ActionInput |
|
{ |
|
ref array<ActionBase> m_SelectActions; |
|
int m_selectedActionIndex; |
|
|
|
void StandardActionInput(PlayerBase player) |
|
{ |
|
m_selectedActionIndex = 0; |
|
m_SelectActions = new array<ActionBase>; |
|
} |
|
|
|
override void ForceAction(ActionBase action, ActionTarget target, ItemBase item ) |
|
{ |
|
super.ForceAction(action, target, item); |
|
|
|
m_selectedActionIndex = 0; |
|
} |
|
|
|
void _GetSelectedActions( Object action_source_object, out array<ActionBase> select_actions_all, out bool has_any_action_target) |
|
{ |
|
if ( !action_source_object ) |
|
return; |
|
|
|
array<ActionBase_Basic> possible_actions; |
|
array<ref ActionBase> variant_actions; |
|
action_source_object.GetActions(this.Type(), possible_actions); |
|
ActionBase action; |
|
|
|
if(possible_actions) |
|
{ |
|
for (int i = 0; i < possible_actions.Count(); i++) |
|
{ |
|
action = ActionBase.Cast(possible_actions.Get(i)); |
|
|
|
if ( action.HasVariants() ) |
|
{ |
|
action.UpdateVariants( m_MainItem, m_Target.GetObject(), m_Target.GetComponentIndex() ); |
|
action.GetVariants( variant_actions); |
|
for (int j = 0; j < variant_actions.Count(); j++) |
|
{ |
|
action = variant_actions[j]; |
|
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) ) |
|
{ |
|
select_actions_all.Insert(action); |
|
if (action.HasTarget()) |
|
has_any_action_target = true; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) ) |
|
{ |
|
select_actions_all.Insert(action); |
|
if (action.HasTarget()) |
|
has_any_action_target = true; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
|
{ |
|
if ( ForceActionCheck(player)) |
|
{ |
|
m_SelectActions.Clear(); |
|
m_SelectActions.Insert(m_ForcedActionData.m_Action); |
|
return; |
|
} |
|
|
|
if(m_ForcedTarget) |
|
{ |
|
target = m_ForcedTarget; |
|
} |
|
|
|
array<ActionBase> select_actions_all = new array<ActionBase>; |
|
int i, last_index; |
|
bool change = false; |
|
m_HasTarget = false; |
|
|
|
m_MainItem = item; |
|
m_Target = target; |
|
m_ConditionMask = action_condition_mask; |
|
|
|
|
|
if( m_DetectFromItem ) |
|
{ |
|
_GetSelectedActions( item, select_actions_all, m_HasTarget); |
|
} |
|
|
|
|
|
if( m_DetectFromTarget ) |
|
{ |
|
_GetSelectedActions( target.GetObject(), select_actions_all, m_HasTarget); |
|
_GetSelectedActions( target.GetParent(), select_actions_all, m_HasTarget); |
|
} |
|
|
|
if( m_DetectFromPlayer ) |
|
{ |
|
_GetSelectedActions( player, select_actions_all, m_HasTarget); |
|
} |
|
|
|
if ( select_actions_all.Count() ) |
|
{ |
|
last_index = 0; |
|
for ( i = 0; i < select_actions_all.Count(); i++ ) |
|
{ |
|
ActionBase action = select_actions_all[i]; |
|
if ( m_HasTarget ) |
|
{ |
|
if ( action.HasTarget() ) |
|
{ |
|
if ( m_SelectActions.Count() > last_index ) |
|
{ |
|
if ( m_SelectActions[last_index] != action ) |
|
{ |
|
change = true; |
|
m_SelectActions[last_index] = action; |
|
} |
|
} |
|
else |
|
{ |
|
change = true; |
|
m_SelectActions.Insert(action); |
|
} |
|
action.OnActionInfoUpdate(player, target, item); |
|
last_index++; |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_SelectActions.Count() > last_index ) |
|
{ |
|
if ( m_SelectActions[last_index] != action ) |
|
{ |
|
change = true; |
|
m_SelectActions[last_index++] = action; |
|
} |
|
} |
|
else |
|
{ |
|
change = true; |
|
m_SelectActions.Insert(action); |
|
} |
|
action.OnActionInfoUpdate(player, target, item); |
|
last_index++; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
m_selectedActionIndex = 0; |
|
m_SelectActions.Clear(); |
|
} |
|
|
|
if (m_SelectActions.Count() > last_index) |
|
{ |
|
change = true; |
|
for (i = last_index; i < m_SelectActions.Count(); i++) |
|
{ |
|
m_SelectActions.Remove(last_index); |
|
} |
|
} |
|
|
|
if ( change ) |
|
{ |
|
m_selectedActionIndex = 0; |
|
m_Player.GetActionManager().SelectFirstActionCategory(); |
|
} |
|
} |
|
|
|
override array<ActionBase> GetPossibleActions() |
|
{ |
|
return m_SelectActions; |
|
} |
|
|
|
override int GetPossibleActionsCount() |
|
{ |
|
return m_SelectActions.Count(); |
|
} |
|
|
|
override bool HasTarget() |
|
{ |
|
return m_HasTarget; |
|
} |
|
|
|
override int GetPossibleActionIndex() |
|
{ |
|
return m_selectedActionIndex; |
|
} |
|
|
|
override ActionBase GetAction() |
|
{ |
|
if (m_SelectActions.Count() > 0) |
|
return m_SelectActions[m_selectedActionIndex]; |
|
return null; |
|
} |
|
|
|
override void ActionsSelectReset() |
|
{ |
|
m_SelectActions.Clear(); |
|
m_selectedActionIndex = 0; |
|
} |
|
|
|
override void SelectNextAction() |
|
{ |
|
if(m_SelectActions.Count()) |
|
{ |
|
m_selectedActionIndex++; |
|
if(m_SelectActions.Count() <= m_selectedActionIndex ) |
|
{ |
|
m_selectedActionIndex = 0; |
|
} |
|
} |
|
} |
|
|
|
override void SelectPrevAction() |
|
{ |
|
if(m_SelectActions.Count()) |
|
{ |
|
m_selectedActionIndex--; |
|
if(0 > m_selectedActionIndex ) |
|
{ |
|
m_selectedActionIndex = m_SelectActions.Count() - 1; |
|
} |
|
} |
|
} |
|
|
|
} |
|
|
|
class ContinuousInteractActionInput : StandardActionInput |
|
{ |
|
void ContinuousInteractActionInput(PlayerBase player) |
|
{ |
|
SetInput("UAAction"); |
|
m_Priority = 60; |
|
m_InputType = ActionInputType.AIT_CONTINUOUS; |
|
m_DetectFromTarget = true; |
|
m_DetectFromItem = false; |
|
m_DetectFromPlayer = true; |
|
} |
|
}; |
|
|
|
class InteractActionInput : ContinuousInteractActionInput |
|
{ |
|
void InteractActionInput(PlayerBase player) |
|
{ |
|
m_InputType = ActionInputType.AIT_SINGLE; |
|
m_Priority = 80; |
|
} |
|
|
|
override void OnActionStart() |
|
{ |
|
super.OnActionStart(); |
|
m_Active = false; |
|
} |
|
|
|
override bool WasEnded() |
|
{ |
|
return false; |
|
} |
|
}; |
|
|
|
class NoIndicationActionInputBase : ActionInput |
|
{ |
|
void NoIndicationActionInputBase(PlayerBase player) |
|
{ |
|
m_DetectFromTarget = false; |
|
} |
|
|
|
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
|
{ |
|
m_MainItem = item; |
|
m_Target = target; |
|
m_ConditionMask = action_condition_mask; |
|
} |
|
|
|
override ActionBase GetAction() |
|
{ |
|
if ( ForceActionCheck(m_Player) ) |
|
return m_ForcedActionData.m_Action; |
|
|
|
if(m_MainItem) |
|
{ |
|
array<ActionBase_Basic> possible_actions; |
|
ActionBase action; |
|
|
|
m_MainItem.GetActions(this.Type(), possible_actions); |
|
if(possible_actions) |
|
{ |
|
for (int i = 0; i < possible_actions.Count(); i++) |
|
{ |
|
action = ActionBase.Cast(possible_actions.Get(i)); |
|
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) ) |
|
{ |
|
return action; |
|
} |
|
} |
|
} |
|
|
|
} |
|
return NULL; |
|
} |
|
|
|
override ActionBase GetPossibleAction() |
|
{ |
|
return GetAction(); |
|
} |
|
} |
|
|
|
|
|
|
|
class ContinuousDefaultActionInput : StandardActionInput |
|
{ |
|
protected ActionBase m_SelectAction; |
|
void ContinuousDefaultActionInput(PlayerBase player) |
|
{ |
|
SetInput("UADefaultAction"); |
|
m_InputType = ActionInputType.AIT_CONTINUOUS; |
|
m_Priority = 20; |
|
m_DetectFromTarget = false; |
|
m_DetectFromItem = true; |
|
m_DetectFromPlayer = true; |
|
|
|
m_SelectAction = null; |
|
} |
|
|
|
override ActionBase GetPossibleAction() |
|
{ |
|
return m_SelectAction; |
|
} |
|
|
|
override void ActionsSelectReset() |
|
{ |
|
super.ActionsSelectReset(); |
|
m_SelectAction = NULL; |
|
} |
|
}; |
|
|
|
class DefaultActionInput : ContinuousDefaultActionInput |
|
{ |
|
void DefaultActionInput(PlayerBase player) |
|
{ |
|
m_InputType = ActionInputType.AIT_SINGLE; |
|
m_Priority = 40; |
|
} |
|
|
|
override void OnActionStart() |
|
{ |
|
super.OnActionStart(); |
|
m_Active = false; |
|
} |
|
|
|
override bool WasEnded() |
|
{ |
|
return false; |
|
} |
|
}; |
|
|
|
class DropActionInput : NoIndicationActionInputBase |
|
{ |
|
void DropActionInput(PlayerBase player) |
|
{ |
|
SetInput("UADropitem"); |
|
m_InputType = ActionInputType.AIT_HOLDSINGLE; |
|
} |
|
}; |
|
|
|
class CarHornShortActionInput : ContinuousDefaultActionInput |
|
{ |
|
ref ActionTarget targetNew; |
|
|
|
void CarHornShortActionInput(PlayerBase player) |
|
{ |
|
SetInput("UACarHorn"); |
|
m_InputType = ActionInputType.AIT_SINGLE; |
|
m_Priority = 100; |
|
m_DetectFromItem = false; |
|
m_DetectFromTarget = false; |
|
m_DetectFromPlayer = false; |
|
} |
|
|
|
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
|
{ |
|
if (ForceActionCheck(player)) |
|
{ |
|
m_SelectAction = m_ForcedActionData.m_Action; |
|
return; |
|
} |
|
|
|
m_SelectAction = null; |
|
array<ActionBase_Basic> possibleActions; |
|
ActionBase action; |
|
int i; |
|
|
|
m_MainItem = null; |
|
if (player && player.IsInVehicle()) |
|
{ |
|
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle(); |
|
if (vehCommand) |
|
{ |
|
Transport trans = vehCommand.GetTransport(); |
|
if (trans) |
|
{ |
|
targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1); |
|
ForceActionTarget(targetNew); |
|
} |
|
} |
|
|
|
if (!targetNew) |
|
{ |
|
ClearForcedTarget(); |
|
} |
|
} |
|
|
|
target = m_ForcedTarget; |
|
m_Target = m_ForcedTarget; |
|
|
|
if (target && target.GetObject()) |
|
{ |
|
target.GetObject().GetActions(this.Type(), possibleActions); |
|
if (possibleActions) |
|
{ |
|
for (i = 0; i < possibleActions.Count(); i++) |
|
{ |
|
action = ActionBase.Cast(possibleActions.Get(i)); |
|
if (action.Can(player, target, m_MainItem, action_condition_mask)) |
|
{ |
|
m_SelectAction = action; |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
override ActionBase GetAction() |
|
{ |
|
return m_SelectAction; |
|
} |
|
} |
|
|
|
class CarHornLongActionInput : CarHornShortActionInput |
|
{ |
|
void CarHornLongActionInput(PlayerBase player) |
|
{ |
|
SetInput("UACarHorn"); |
|
m_InputType = ActionInputType.AIT_CONTINUOUS; |
|
m_Priority = 101; |
|
m_DetectFromItem = false; |
|
m_DetectFromTarget = false; |
|
m_DetectFromPlayer = false; |
|
} |
|
} |
|
|
|
class ToggleLightsActionInput : DefaultActionInput |
|
{ |
|
ref ActionTarget target_new; |
|
|
|
void ToggleLightsActionInput(PlayerBase player) |
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{ |
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SetInput("UAToggleHeadlight"); |
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m_InputType = ActionInputType.AIT_SINGLE; |
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m_Priority = 100; |
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} |
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|
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override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
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{ |
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if( ForceActionCheck(player) ) |
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{ |
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m_SelectAction = m_ForcedActionData.m_Action; |
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return; |
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} |
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|
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m_SelectAction = NULL; |
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array<ActionBase_Basic> possible_actions; |
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ActionBase action; |
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int i; |
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|
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m_MainItem = NULL; |
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if ( player && !player.IsInVehicle() ) |
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{ |
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Clothing headgear = Clothing.Cast(player.FindAttachmentBySlotName("Headgear")); |
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Clothing eyewear = Clothing.Cast(player.FindAttachmentBySlotName("Eyewear")); |
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|
|
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if ( headgear && headgear.GetLightSourceItem() ) |
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{ |
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target_new = new ActionTarget(headgear, null, -1, vector.Zero, -1); |
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ForceActionTarget(target_new); |
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} |
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else if ( eyewear && eyewear.GetLightSourceItem() ) |
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{ |
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target_new = new ActionTarget(eyewear, null, -1, vector.Zero, -1); |
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ForceActionTarget(target_new); |
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} |
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else |
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ClearForcedTarget(); |
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} |
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else if ( player && player.IsInVehicle() ) |
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{ |
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HumanCommandVehicle vehCommand = player.GetCommand_Vehicle(); |
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if( vehCommand ) |
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{ |
|
Transport trans = vehCommand.GetTransport(); |
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if( trans ) |
|
{ |
|
target_new = new ActionTarget(trans, null, -1, vector.Zero, -1); |
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ForceActionTarget(target_new); |
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} |
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} |
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|
|
if ( !target_new ) |
|
ClearForcedTarget(); |
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} |
|
|
|
target = m_ForcedTarget; |
|
m_Target = m_ForcedTarget; |
|
|
|
if(target && target.GetObject()) |
|
{ |
|
target.GetObject().GetActions(this.Type(), possible_actions); |
|
if(possible_actions) |
|
{ |
|
for (i = 0; i < possible_actions.Count(); i++) |
|
{ |
|
action = ActionBase.Cast(possible_actions.Get(i)); |
|
if ( action.Can(player, target, m_MainItem, action_condition_mask) ) |
|
{ |
|
m_SelectAction = action; |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
override ActionBase GetAction() |
|
{ |
|
return m_SelectAction; |
|
} |
|
}; |
|
|
|
class ToggleNVGActionInput : DefaultActionInput |
|
{ |
|
ref ActionTarget target_new; |
|
|
|
void ToggleNVGActionInput(PlayerBase player) |
|
{ |
|
SetInput("UAToggleNVG"); |
|
m_InputType = ActionInputType.AIT_HOLDSINGLE; |
|
m_Priority = 100; |
|
} |
|
|
|
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask) |
|
{ |
|
if( ForceActionCheck(player) ) |
|
{ |
|
m_SelectAction = m_ForcedActionData.m_Action; |
|
return; |
|
} |
|
|
|
|
|
m_SelectAction = NULL; |
|
array<ActionBase_Basic> possible_actions; |
|
ActionBase action; |
|
int i; |
|
|
|
m_MainItem = NULL; |
|
if ( player ) |
|
{ |
|
Mich2001Helmet helmet = Mich2001Helmet.Cast(player.FindAttachmentBySlotName("Headgear")); |
|
NVGHeadstrap headstrap = NVGHeadstrap.Cast(player.FindAttachmentBySlotName("Eyewear")); |
|
if ( helmet ) |
|
{ |
|
|
|
target_new = new ActionTarget(helmet, null, -1, vector.Zero, -1); |
|
ForceActionTarget(target_new); |
|
} |
|
else if ( headstrap ) |
|
{ |
|
target_new = new ActionTarget(headstrap, null, -1, vector.Zero, -1); |
|
ForceActionTarget(target_new); |
|
} |
|
else |
|
ClearForcedTarget(); |
|
} |
|
|
|
target = m_ForcedTarget; |
|
m_Target = m_ForcedTarget; |
|
|
|
if(target && target.GetObject()) |
|
{ |
|
target.GetObject().GetActions(this.Type(), possible_actions); |
|
if(possible_actions) |
|
{ |
|
for (i = 0; i < possible_actions.Count(); i++) |
|
{ |
|
action = ActionBase.Cast(possible_actions.Get(i)); |
|
if ( action.Can(player, target, m_MainItem, action_condition_mask) ) |
|
{ |
|
m_SelectAction = action; |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
override ActionBase GetAction() |
|
{ |
|
return m_SelectAction; |
|
} |
|
}; |
|
|
|
class ContinuousWeaponManipulationActionInput : NoIndicationActionInputBase |
|
{ |
|
void ContinuousWeaponManipulationActionInput(PlayerBase player) |
|
{ |
|
SetInput("UAReloadMagazine"); |
|
m_InputType = ActionInputType.AIT_CONTINUOUS; |
|
} |
|
}; |
|
|
|
class WeaponManipulationActionInput : NoIndicationActionInputBase |
|
{ |
|
void WeaponManipulationActionInput(PlayerBase player) |
|
{ |
|
SetInput("UAReloadMagazine"); |
|
m_InputType = ActionInputType.AIT_SINGLE; |
|
} |
|
}; |
|
|
|
class ExternalControlledActionInput : NoIndicationActionInputBase |
|
{ |
|
void ExternalControlledActionInput(PlayerBase player) |
|
{ |
|
|
|
m_InputType = ActionInputType.AIT_NOINPUTCONTROL; |
|
} |
|
}; |
|
|
|
class InventoryOnlyActionInput : NoIndicationActionInputBase |
|
{ |
|
void InventoryOnlyActionInput(PlayerBase player) |
|
{ |
|
|
|
m_InputType = ActionInputType.AIT_INVENTORYINPUT; |
|
} |
|
}; |
|
|
|
class QuickaBarActionInput : ExternalControlledActionInput |
|
{ |
|
}; |
|
|
|
|
|
|