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class WeaponManager |
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{ |
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const float MAX_DROP_MAGAZINE_DISTANCE_SQ = 4; |
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protected PlayerBase m_player; |
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protected int m_LastAcknowledgmentID; |
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protected int m_PendingWeaponActionAcknowledgmentID; |
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protected Magazine m_PendingTargetMagazine; |
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protected ref InventoryLocation m_TargetInventoryLocation; |
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protected int m_PendingWeaponAction; |
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protected ref InventoryLocation m_PendingInventoryLocation; |
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protected bool m_canEnd; |
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protected bool m_justStart; |
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protected bool m_InProgress; |
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protected bool m_IsEventSended; |
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protected bool m_WantContinue; |
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protected bool m_InIronSight; |
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protected bool m_InOptic; |
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protected bool m_readyToStart; |
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protected Weapon_Base m_WeaponInHand; |
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protected MagazineStorage m_MagazineInHand; |
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protected ActionBase m_ControlAction; |
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protected int m_ForceEjectBulletTimestamp; |
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protected const int FORCE_EJECT_BULLET_TIMEOUT = 2000; |
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#ifdef DIAG_DEVELOPER |
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protected int m_BurstOption; |
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#endif |
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protected ref array<Magazine> m_MagazinePilesInInventory; |
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protected ref array<MagazineStorage> m_MagazineStorageInInventory; |
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protected ref array<Magazine> m_SuitableMagazines; |
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protected Magazine m_PreparedMagazine; |
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protected float m_NewJamChance; |
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protected bool m_WaitToSyncJamChance; |
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protected int m_AnimationRefreshCooldown; |
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void WeaponManager(PlayerBase player) |
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{ |
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m_ForceEjectBulletTimestamp = -1; |
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m_player = player; |
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m_PendingWeaponActionAcknowledgmentID = -1; |
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m_PendingTargetMagazine = NULL; |
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m_PendingInventoryLocation = NULL; |
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m_WeaponInHand = NULL; |
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m_MagazineInHand = NULL; |
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m_ControlAction = NULL; |
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m_PendingWeaponAction = -1; |
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m_LastAcknowledgmentID = 1; |
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m_InProgress = false; |
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m_WantContinue = true; |
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m_IsEventSended = false; |
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m_canEnd = false; |
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m_readyToStart = false; |
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m_AnimationRefreshCooldown = 0; |
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m_NewJamChance = -1; |
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m_WaitToSyncJamChance = false; |
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m_MagazinePilesInInventory = new array<Magazine>; |
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m_MagazineStorageInInventory = new array<MagazineStorage>; |
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m_SuitableMagazines = new array<Magazine>; |
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m_PreparedMagazine = null; |
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#ifdef DEVELOPER |
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m_BurstOption = 0; |
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#endif |
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} |
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bool CanFire(Weapon_Base wpn) |
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{ |
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if( m_player.GetHumanInventory().GetEntityInHands() != wpn ) |
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return false; |
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if( m_player.IsLiftWeapon() || !m_player.IsRaised() || wpn.IsDamageDestroyed() || m_player.GetDayZPlayerInventory().IsProcessing() || !m_player.IsWeaponRaiseCompleted() || m_player.IsFighting() ) |
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return false; |
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return true; |
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} |
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bool CanAttachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true ) |
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{ |
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if ( !wpn || !mag ) |
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return false; |
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if ( m_player.GetHumanInventory().GetEntityInHands() != wpn ) |
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return false; |
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if ( wpn.IsDamageDestroyed()) |
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return false; |
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if( m_player.IsItemsToDelete()) |
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return false; |
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if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null))) |
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return false; |
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InventoryLocation invLoc; |
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invLoc = new InventoryLocation(); |
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mag.GetInventory().GetCurrentInventoryLocation(invLoc); |
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Weapon_Base wnp2; |
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if ( Class.CastTo(wnp2, invLoc.GetParent()) ) |
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return false; |
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int muzzleIndex = wpn.GetCurrentMuzzle(); |
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if (wpn.CanAttachMagazine(muzzleIndex, mag)) |
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return true; |
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return false; |
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} |
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bool CanSwapMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true) |
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{ |
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if ( !wpn || !mag ) |
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return false; |
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if ( m_player.GetHumanInventory().GetEntityInHands() != wpn ) |
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return false; |
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if ( mag.IsDamageDestroyed() || wpn.IsDamageDestroyed()) |
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return false; |
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if( m_player.IsItemsToDelete()) |
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return false; |
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if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null))) |
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return false; |
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InventoryLocation invLoc; |
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invLoc = new InventoryLocation(); |
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mag.GetInventory().GetCurrentInventoryLocation(invLoc); |
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Weapon_Base wnp2; |
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if( Class.CastTo(wnp2, invLoc.GetParent()) ) |
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return false; |
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int muzzleIndex = wpn.GetCurrentMuzzle(); |
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Magazine mag2; |
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if( !Class.CastTo(mag2, wpn.GetMagazine(muzzleIndex)) ) |
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return false; |
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if( GameInventory.CanSwapEntitiesEx( mag, mag2 ) ) |
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return true; |
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InventoryLocation il = new InventoryLocation(); |
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if( GameInventory.CanForceSwapEntitiesEx( mag, null, mag2, il ) ) |
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return true; |
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return false; |
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} |
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bool CanDetachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true) |
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{ |
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if ( !wpn || !mag ) |
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return false; |
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if ( m_player.GetHumanInventory().GetEntityInHands() != wpn ) |
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return false; |
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if ( mag.GetHierarchyParent() != wpn ) |
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return false; |
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if( m_player.IsItemsToDelete()) |
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return false; |
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if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null))) |
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return false; |
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return true; |
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} |
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bool CanLoadBullet(Weapon_Base wpn, Magazine mag, bool reservationCheck = true) |
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{ |
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if (!wpn || !mag) |
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return false; |
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if (m_player.GetHumanInventory().GetEntityInHands() != wpn) |
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return false; |
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if (mag.IsDamageDestroyed() || wpn.IsDamageDestroyed()) |
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return false; |
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if (wpn.IsJammed()) |
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return false; |
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if (m_player.IsItemsToDelete()) |
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return false; |
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if (reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null))) |
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return false; |
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for (int i = 0; i < wpn.GetMuzzleCount(); i++) |
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{ |
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if (wpn.CanChamberBullet(i, mag)) |
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return true; |
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} |
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return false; |
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} |
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bool CanUnjam(Weapon_Base wpn, bool reservationCheck = true) |
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{ |
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if( !wpn ) |
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return false; |
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if( m_player.GetHumanInventory().GetEntityInHands() != wpn) |
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return false; |
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if( wpn.IsDamageDestroyed()) |
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return false; |
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if( m_player.IsItemsToDelete()) |
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return false; |
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if ( reservationCheck && m_player.GetInventory().HasInventoryReservation(wpn, null)) |
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return false; |
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if( !wpn.IsJammed() ) |
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return false; |
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return true; |
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} |
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bool CanEjectBullet(Weapon_Base wpn, bool reservationCheck = true) |
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{ |
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if( !wpn ) |
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return false; |
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if( m_player.GetHumanInventory().GetEntityInHands() != wpn) |
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return false; |
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if( m_player.IsItemsToDelete()) |
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return false; |
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if( reservationCheck && m_player.GetInventory().HasInventoryReservation(wpn, null)) |
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return false; |
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if( !wpn.CanEjectBullet() ) |
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return false; |
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if( wpn.IsJammed() ) |
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return false; |
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return true; |
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} |
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void SetEjectBulletTryTimestamp() |
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{ |
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m_ForceEjectBulletTimestamp = GetGame().GetTime(); |
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} |
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bool InventoryReservation( Magazine mag, InventoryLocation invLoc) |
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{ |
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Weapon_Base weapon; |
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InventoryLocation ilWeapon = new InventoryLocation(); |
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if (Weapon_Base.CastTo(weapon, m_player.GetItemInHands()) ) |
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{ |
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weapon.GetInventory().GetCurrentInventoryLocation(ilWeapon); |
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if ( m_player.GetInventory().HasInventoryReservation(weapon, ilWeapon) ) |
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{ |
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return false; |
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} |
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else |
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{ |
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m_player.GetInventory().AddInventoryReservationEx(weapon,ilWeapon,GameInventory.c_InventoryReservationTimeoutMS); |
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} |
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} |
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if( invLoc ) |
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{ |
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if ( m_player.GetInventory().HasInventoryReservation(invLoc.GetItem(),invLoc) ) |
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{ |
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m_player.GetInventory().ClearInventoryReservationEx(weapon, ilWeapon); |
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return false; |
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} |
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else |
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{ |
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m_player.GetInventory().AddInventoryReservationEx(invLoc.GetItem(),invLoc,GameInventory.c_InventoryReservationTimeoutMS); |
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} |
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} |
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if( mag ) |
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{ |
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m_TargetInventoryLocation = new InventoryLocation(); |
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m_TargetInventoryLocation.SetAttachment( m_WeaponInHand, mag, InventorySlots.MAGAZINE); |
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if ( m_player.GetInventory().HasInventoryReservation(mag, m_TargetInventoryLocation) ) |
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{ |
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m_player.GetInventory().ClearInventoryReservationEx(weapon, ilWeapon); |
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if (invLoc) |
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{ |
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m_player.GetInventory().ClearInventoryReservationEx(invLoc.GetItem(), invLoc); |
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} |
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return false; |
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} |
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else |
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{ |
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m_player.GetInventory().AddInventoryReservationEx(mag, m_TargetInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS); |
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} |
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} |
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m_PendingTargetMagazine = mag; |
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m_PendingInventoryLocation = invLoc; |
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return true; |
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} |
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bool AttachMagazine( Magazine mag , ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_ATTACH_MAGAZINE, mag, NULL, control_action); |
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} |
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bool DetachMagazine( InventoryLocation invLoc, ActionBase control_action = NULL) |
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{ |
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return StartAction(AT_WPN_DETACH_MAGAZINE, NULL, invLoc, control_action); |
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} |
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bool SwapMagazine( Magazine mag, ActionBase control_action = NULL ) |
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{ |
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InventoryLocation il = new InventoryLocation(); |
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if (PrepareInventoryLocationForMagazineSwap(m_WeaponInHand, mag, il) ) |
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{ |
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return StartAction(AT_WPN_SWAP_MAGAZINE, mag, il, control_action); |
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} |
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return false; |
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} |
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bool SwapMagazineEx( Magazine mag, InventoryLocation invLoc, ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_SWAP_MAGAZINE, mag, invLoc, control_action); |
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} |
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bool LoadBullet( Magazine mag, ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_LOAD_BULLET, mag, NULL, control_action); |
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} |
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bool LoadMultiBullet( Magazine mag, ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_LOAD_MULTI_BULLETS_START, mag, NULL, control_action); |
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} |
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void LoadMultiBulletStop( ) |
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{ |
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if(m_InProgress) m_WantContinue = false; |
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} |
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bool Unjam( ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_UNJAM, NULL, NULL, control_action); |
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} |
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bool EjectBullet( ActionBase control_action = NULL ) |
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{ |
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return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action); |
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} |
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bool CanEjectBulletVerified() |
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{ |
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int mi = m_WeaponInHand.GetCurrentMuzzle(); |
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if( !m_WeaponInHand.IsChamberFiredOut(mi) && !m_WeaponInHand.IsChamberEmpty(mi) ) |
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{ |
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int actual_time = GetGame().GetTime(); |
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if ( actual_time - m_ForceEjectBulletTimestamp > FORCE_EJECT_BULLET_TIMEOUT ) |
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{ |
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return false; |
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} |
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} |
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return true; |
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} |
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bool EjectBulletVerified( ActionBase control_action = NULL ) |
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{ |
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if ( m_WeaponInHand ) |
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{ |
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int mi = m_WeaponInHand.GetCurrentMuzzle(); |
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if ( !m_WeaponInHand.IsChamberFiredOut(mi) && !m_WeaponInHand.IsChamberEmpty(mi) ) |
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{ |
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m_ForceEjectBulletTimestamp = GetGame().GetTime(); |
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return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action); |
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} |
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else |
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{ |
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return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action); |
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} |
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} |
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return false; |
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} |
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bool SetNextMuzzleMode () |
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{ |
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return StartAction(AT_WPN_SET_NEXT_MUZZLE_MODE, NULL, NULL, NULL); |
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} |
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void Fire(Weapon_Base wpn) |
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{ |
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int mi = wpn.GetCurrentMuzzle(); |
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if ( wpn.IsChamberFiredOut(mi) || wpn.IsJammed() || wpn.IsChamberEmpty(mi) ) |
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{ |
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wpn.ProcessWeaponEvent(new WeaponEventTrigger(m_player)); |
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return; |
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} |
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if (wpn.JamCheck(0)) |
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{ |
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wpn.ProcessWeaponEvent(new WeaponEventTriggerToJam(m_player)); |
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} |
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else |
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{ |
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wpn.ProcessWeaponEvent(new WeaponEventTrigger(m_player)); |
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} |
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} |
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#ifdef DIAG_DEVELOPER |
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int GetBurstOption() |
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{ |
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return m_BurstOption; |
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} |
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void SetBurstOption(int value) |
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{ |
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m_BurstOption = value; |
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} |
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#endif |
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private void Synchronize( ) |
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{ |
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if ( GetGame().IsClient() ) |
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{ |
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m_PendingWeaponActionAcknowledgmentID = ++m_LastAcknowledgmentID; |
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ScriptInputUserData ctx = new ScriptInputUserData; |
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ctx.Write(INPUT_UDT_WEAPON_ACTION); |
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ctx.Write(m_PendingWeaponAction); |
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ctx.Write(m_PendingWeaponActionAcknowledgmentID); |
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switch (m_PendingWeaponAction) |
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{ |
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case AT_WPN_ATTACH_MAGAZINE: |
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{ |
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ctx.Write(m_PendingTargetMagazine); |
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break; |
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} |
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case AT_WPN_SWAP_MAGAZINE: |
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{ |
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ctx.Write(m_PendingTargetMagazine); |
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m_PendingInventoryLocation.WriteToContext(ctx); |
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break; |
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} |
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case AT_WPN_DETACH_MAGAZINE: |
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{ |
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m_PendingInventoryLocation.WriteToContext(ctx); |
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break; |
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} |
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case AT_WPN_LOAD_BULLET: |
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{ |
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ctx.Write(m_PendingTargetMagazine); |
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break; |
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} |
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case AT_WPN_LOAD_MULTI_BULLETS_START: |
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{ |
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ctx.Write(m_PendingTargetMagazine); |
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break; |
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} |
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case AT_WPN_UNJAM: |
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{ |
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break; |
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} |
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case AT_WPN_EJECT_BULLET: |
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{ |
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break; |
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} |
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default: |
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break; |
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} |
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ctx.Send(); |
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} |
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} |
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void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx) |
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{ |
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if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE ) |
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{ |
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pCtx.Read(m_NewJamChance); |
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} |
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else |
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{ |
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int AcknowledgmentID; |
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pCtx.Read(AcknowledgmentID); |
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if ( AcknowledgmentID == m_PendingWeaponActionAcknowledgmentID) |
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{ |
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if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT) |
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{ |
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m_readyToStart = true; |
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} |
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else if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT) |
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{ |
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if(m_PendingWeaponAction >= 0 ) |
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{ |
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if(!(GetGame().IsServer() && GetGame().IsMultiplayer())) |
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{ |
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InventoryLocation ilWeapon = new InventoryLocation(); |
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ItemBase weapon = m_player.GetItemInHands(); |
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weapon.GetInventory().GetCurrentInventoryLocation(ilWeapon); |
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m_player.GetInventory().ClearInventoryReservationEx(m_player.GetItemInHands(),ilWeapon); |
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if( m_PendingTargetMagazine ) |
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{ |
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m_PendingTargetMagazine.GetInventory().ClearInventoryReservationEx(m_PendingTargetMagazine, m_TargetInventoryLocation ); |
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} |
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if( m_PendingInventoryLocation ) |
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{ |
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m_player.GetInventory().ClearInventoryReservationEx( NULL, m_PendingInventoryLocation ); |
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} |
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} |
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m_PendingWeaponActionAcknowledgmentID = -1; |
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m_PendingTargetMagazine = NULL; |
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m_PendingWeaponAction = -1; |
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m_PendingInventoryLocation = NULL; |
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m_InProgress = false; |
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} |
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} |
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} |
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} |
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} |
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bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx) |
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{ |
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Weapon_Base wpn; |
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int mi; |
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InventoryLocation il; |
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int slotID; |
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bool accepted = false; |
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if( userDataType == INPUT_UDT_WEAPON_ACTION) |
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{ |
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if (!ctx.Read(m_PendingWeaponAction)) |
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return false; |
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if (!ctx.Read(m_PendingWeaponActionAcknowledgmentID)) |
|
return false; |
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if(m_PendingTargetMagazine) |
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{ |
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GetGame().ClearJuncture(m_player, m_PendingTargetMagazine); |
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m_PendingTargetMagazine = NULL; |
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} |
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m_InProgress = true; |
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m_IsEventSended = false; |
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Magazine mag = NULL; |
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Weapon_Base.CastTo( wpn, m_player.GetItemInHands() ); |
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if ( wpn ) |
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mi = wpn.GetCurrentMuzzle(); |
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switch (m_PendingWeaponAction) |
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{ |
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case AT_WPN_ATTACH_MAGAZINE: |
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{ |
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if ( !ctx.Read(mag) ) |
|
break; |
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if ( !mag || !wpn ) |
|
break; |
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slotID = wpn.GetSlotFromMuzzleIndex(mi); |
|
il = new InventoryLocation(); |
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il.SetAttachment(wpn,mag,slotID); |
|
if( GetGame().AddInventoryJunctureEx(m_player, mag, il, false, 10000) ) |
|
accepted = true; |
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m_PendingTargetMagazine = mag; |
|
break; |
|
} |
|
case AT_WPN_SWAP_MAGAZINE: |
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{ |
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if ( !ctx.Read(mag) ) |
|
break; |
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|
il = new InventoryLocation(); |
|
if (!il.ReadFromContext(ctx)) |
|
break; |
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|
|
if ( !mag || !wpn ) |
|
break; |
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|
|
if ( !wpn.GetMagazine(mi) ) |
|
break; |
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|
|
if ( GetGame().AddActionJuncture(m_player,mag,10000) ) |
|
accepted = true; |
|
m_PendingInventoryLocation = il; |
|
m_PendingTargetMagazine = mag; |
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|
|
break; |
|
} |
|
case AT_WPN_DETACH_MAGAZINE: |
|
{ |
|
il = new InventoryLocation(); |
|
if ( !il.ReadFromContext(ctx) ) |
|
break; |
|
|
|
if ( !il.IsValid() ) |
|
break; |
|
|
|
if ( !wpn ) |
|
break; |
|
|
|
Magazine det_mag = wpn.GetMagazine(mi); |
|
mag = Magazine.Cast(il.GetItem()); |
|
if ( !det_mag || ( mag != det_mag) ) |
|
break; |
|
|
|
if( GetGame().AddInventoryJunctureEx(m_player, il.GetItem(), il, true, 10000)) |
|
accepted = true; |
|
m_PendingInventoryLocation = il; |
|
m_PendingTargetMagazine = mag; |
|
break; |
|
} |
|
case AT_WPN_LOAD_BULLET: |
|
{ |
|
ctx.Read(mag); |
|
|
|
if ( !mag ) |
|
break; |
|
|
|
if( GetGame().AddActionJuncture(m_player,mag,10000) ) |
|
accepted = true; |
|
m_PendingTargetMagazine = mag; |
|
break; |
|
} |
|
case AT_WPN_LOAD_MULTI_BULLETS_START: |
|
{ |
|
ctx.Read(mag); |
|
|
|
if ( !mag ) |
|
break; |
|
|
|
if( GetGame().AddActionJuncture(m_player,mag,10000) ) |
|
accepted = true; |
|
m_PendingTargetMagazine = mag; |
|
break; |
|
} |
|
case AT_WPN_UNJAM: |
|
{ |
|
accepted = true; |
|
|
|
break; |
|
} |
|
case AT_WPN_EJECT_BULLET: |
|
{ |
|
accepted = true; |
|
break; |
|
} |
|
case AT_WPN_SET_NEXT_MUZZLE_MODE: |
|
{ |
|
accepted = true; |
|
break; |
|
} |
|
default: |
|
Error("unknown actionID=" + m_PendingWeaponAction); |
|
break; |
|
} |
|
DayZPlayerSyncJunctures.SendWeaponActionAcknowledgment(m_player, m_PendingWeaponActionAcknowledgmentID, accepted); |
|
} |
|
|
|
return accepted; |
|
} |
|
|
|
bool StartAction(int action, Magazine mag, InventoryLocation il, ActionBase control_action = NULL) |
|
{ |
|
|
|
if(control_action) |
|
{ |
|
m_ControlAction = ActionBase.Cast(control_action); |
|
m_PendingWeaponAction = action; |
|
m_InProgress = true; |
|
m_IsEventSended = false; |
|
m_PendingTargetMagazine = mag; |
|
m_PendingInventoryLocation = il; |
|
StartPendingAction(); |
|
|
|
return true; |
|
} |
|
|
|
|
|
if (GetGame().IsMultiplayer() && GetGame().IsServer()) |
|
return false; |
|
|
|
if ( !ScriptInputUserData.CanStoreInputUserData() ) |
|
return false; |
|
if ( !InventoryReservation(mag, il) ) |
|
return false; |
|
|
|
m_PendingWeaponAction = action; |
|
m_InProgress = true; |
|
m_IsEventSended = false; |
|
|
|
if ( !GetGame().IsMultiplayer() ) |
|
m_readyToStart = true; |
|
else |
|
Synchronize(); |
|
|
|
return true; |
|
} |
|
|
|
void StartPendingAction() |
|
{ |
|
m_WeaponInHand = Weapon_Base.Cast(m_player.GetItemInHands()); |
|
if(!m_WeaponInHand) |
|
{ |
|
OnWeaponActionEnd(); |
|
return; |
|
} |
|
switch (m_PendingWeaponAction) |
|
{ |
|
case AT_WPN_ATTACH_MAGAZINE: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventAttachMagazine(m_player, m_PendingTargetMagazine) ); |
|
break; |
|
} |
|
case AT_WPN_SWAP_MAGAZINE: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventSwapMagazine(m_player, m_PendingTargetMagazine, m_PendingInventoryLocation) ); |
|
break; |
|
} |
|
case AT_WPN_DETACH_MAGAZINE: |
|
{ |
|
Magazine mag = Magazine.Cast(m_PendingInventoryLocation.GetItem()); |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventDetachMagazine(m_player, mag, m_PendingInventoryLocation) ); |
|
break; |
|
} |
|
case AT_WPN_LOAD_BULLET: |
|
{ |
|
m_WantContinue = false; |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventLoad1Bullet(m_player, m_PendingTargetMagazine) ); |
|
break; |
|
} |
|
case AT_WPN_LOAD_MULTI_BULLETS_START: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventLoad1Bullet(m_player, m_PendingTargetMagazine) ); |
|
break; |
|
} |
|
case AT_WPN_LOAD_MULTI_BULLETS_END: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventContinuousLoadBulletEnd(m_player) ); |
|
break; |
|
} |
|
case AT_WPN_UNJAM: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventUnjam(m_player, NULL) ); |
|
break; |
|
} |
|
case AT_WPN_EJECT_BULLET: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventMechanism(m_player, NULL) ); |
|
break; |
|
} |
|
case AT_WPN_SET_NEXT_MUZZLE_MODE: |
|
{ |
|
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventSetNextMuzzleMode(m_player, NULL) ); |
|
break; |
|
} |
|
default: |
|
m_InProgress = false; |
|
Error("unknown actionID=" + m_PendingWeaponAction); |
|
} |
|
m_IsEventSended = true; |
|
m_canEnd = false; |
|
} |
|
|
|
bool IsRunning() |
|
{ |
|
return m_InProgress; |
|
} |
|
|
|
void SetRunning( bool value) |
|
{ |
|
m_InProgress = value; |
|
} |
|
|
|
void Refresh() |
|
{ |
|
OnWeaponActionEnd(); |
|
} |
|
|
|
void Update( float deltaT ) |
|
{ |
|
if (m_WeaponInHand != m_player.GetItemInHands()) |
|
{ |
|
if( m_WeaponInHand ) |
|
{ |
|
m_SuitableMagazines.Clear(); |
|
OnWeaponActionEnd(); |
|
} |
|
m_WeaponInHand = Weapon_Base.Cast(m_player.GetItemInHands()); |
|
if ( m_WeaponInHand ) |
|
{ |
|
m_MagazineInHand = null; |
|
|
|
SetSutableMagazines(); |
|
m_WeaponInHand.SetSyncJammingChance(0); |
|
} |
|
m_AnimationRefreshCooldown = 0; |
|
} |
|
|
|
if (m_WeaponInHand) |
|
{ |
|
if(m_AnimationRefreshCooldown) |
|
{ |
|
m_AnimationRefreshCooldown--; |
|
|
|
if( m_AnimationRefreshCooldown == 0) |
|
{ |
|
RefreshAnimationState(); |
|
} |
|
} |
|
|
|
if (!GetGame().IsMultiplayer()) |
|
{ |
|
m_WeaponInHand.SetSyncJammingChance(m_WeaponInHand.GetChanceToJam()); |
|
} |
|
else |
|
{ |
|
if ( m_NewJamChance >= 0) |
|
{ |
|
m_WeaponInHand.SetSyncJammingChance(m_NewJamChance); |
|
m_NewJamChance = -1; |
|
m_WaitToSyncJamChance = false; |
|
} |
|
if (GetGame().IsServer() && !m_WaitToSyncJamChance ) |
|
{ |
|
float actual_chance_to_jam; |
|
actual_chance_to_jam = m_WeaponInHand.GetChanceToJam(); |
|
if ( Math.AbsFloat(m_WeaponInHand.GetSyncChanceToJam() - m_WeaponInHand.GetChanceToJam()) > 0.001 ) |
|
{ |
|
DayZPlayerSyncJunctures.SendWeaponJamChance(m_player, m_WeaponInHand.GetChanceToJam()); |
|
m_WaitToSyncJamChance = true; |
|
} |
|
} |
|
} |
|
|
|
if(m_readyToStart) |
|
{ |
|
StartPendingAction(); |
|
m_readyToStart = false; |
|
return; |
|
} |
|
|
|
if( !m_InProgress || !m_IsEventSended ) |
|
return; |
|
|
|
if(m_canEnd) |
|
{ |
|
if(m_WeaponInHand.IsIdle()) |
|
{ |
|
OnWeaponActionEnd(); |
|
} |
|
else if(m_justStart) |
|
{ |
|
m_InIronSight = m_player.IsInIronsights(); |
|
m_InOptic = m_player.IsInOptics(); |
|
|
|
if(m_InIronSight || m_InOptic) |
|
{ |
|
|
|
m_player.ExitSights(); |
|
} |
|
|
|
m_justStart = false; |
|
} |
|
|
|
} |
|
else |
|
{ |
|
m_canEnd = true; |
|
m_justStart = true; |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_MagazineInHand != m_player.GetItemInHands() ) |
|
{ |
|
m_MagazineInHand = MagazineStorage.Cast(m_player.GetItemInHands()); |
|
if ( m_MagazineInHand ) |
|
{ |
|
SetSutableMagazines(); |
|
} |
|
} |
|
|
|
|
|
} |
|
} |
|
|
|
void OnWeaponActionEnd() |
|
{ |
|
if ( !m_InProgress ) |
|
return; |
|
|
|
if (!m_ControlAction) |
|
{ |
|
if(GetGame().IsServer() && GetGame().IsMultiplayer()) |
|
{ |
|
if(m_PendingTargetMagazine) |
|
{ |
|
GetGame().ClearJuncture(m_player,m_PendingTargetMagazine); |
|
} |
|
} |
|
else |
|
{ |
|
InventoryLocation il = new InventoryLocation(); |
|
il.SetHands(m_player,m_player.GetItemInHands()); |
|
m_player.GetInventory().ClearInventoryReservationEx(m_player.GetItemInHands(),il); |
|
|
|
if( m_PendingTargetMagazine ) |
|
{ |
|
m_player.GetInventory().ClearInventoryReservationEx(m_PendingTargetMagazine, m_TargetInventoryLocation ); |
|
} |
|
|
|
if( m_PendingInventoryLocation ) |
|
{ |
|
m_player.GetInventory().ClearInventoryReservationEx( m_PendingInventoryLocation.GetItem(), m_PendingInventoryLocation ); |
|
} |
|
} |
|
} |
|
|
|
m_ControlAction = NULL; |
|
m_PendingWeaponAction = -1; |
|
m_PendingTargetMagazine = NULL; |
|
m_PendingInventoryLocation = NULL; |
|
m_TargetInventoryLocation = NULL; |
|
m_PendingWeaponActionAcknowledgmentID = -1; |
|
|
|
m_InProgress = false; |
|
m_readyToStart = false; |
|
m_WantContinue = true; |
|
|
|
} |
|
|
|
void DelayedRefreshAnimationState(int delay) |
|
{ |
|
if(m_WeaponInHand) |
|
{ |
|
if(delay == 0) |
|
{ |
|
RefreshAnimationState(); |
|
} |
|
m_AnimationRefreshCooldown = delay; |
|
} |
|
} |
|
|
|
void RefreshAnimationState() |
|
{ |
|
if(m_WeaponInHand) |
|
{ |
|
WeaponStableState state = WeaponStableState.Cast( m_WeaponInHand.GetCurrentState() ); |
|
|
|
if (state) |
|
{ |
|
HumanCommandWeapons hcw = m_player.GetCommandModifier_Weapons(); |
|
if (hcw) |
|
{ |
|
hcw.SetInitState(state.m_animState); |
|
} |
|
} |
|
} |
|
} |
|
|
|
bool WantContinue() |
|
{ |
|
return m_WantContinue; |
|
} |
|
|
|
Magazine GetPreparedMagazine() |
|
{ |
|
for (int i = 0; i < m_SuitableMagazines.Count(); i++) |
|
{ |
|
if(!m_SuitableMagazines.Get(i) || m_SuitableMagazines.Get(i).IsRuined() ) |
|
{ |
|
m_SuitableMagazines.Remove(i); |
|
i--; |
|
continue; |
|
} |
|
if (m_SuitableMagazines.Get(i).GetAmmoCount() > 0) |
|
return m_SuitableMagazines.Get(i); |
|
} |
|
|
|
return null; |
|
} |
|
|
|
Magazine GetNextPreparedMagazine( out int startIdx ) |
|
{ |
|
for (int i = startIdx; i < m_SuitableMagazines.Count(); i++) |
|
{ |
|
if (m_SuitableMagazines.Get(i).GetAmmoCount() > 0) |
|
{ |
|
startIdx = i; |
|
return m_SuitableMagazines.Get(i); |
|
} |
|
} |
|
return null; |
|
} |
|
|
|
void OnMagazineInventoryEnter(Magazine mag) |
|
{ |
|
if (mag) |
|
{ |
|
Weapon_Base weapon = Weapon_Base.Cast(mag.GetHierarchyParent()); |
|
|
|
if (weapon) |
|
return; |
|
} |
|
|
|
int i; |
|
MagazineStorage sMag = MagazineStorage.Cast(mag); |
|
if(sMag) |
|
{ |
|
for(i = 0; i < m_MagazineStorageInInventory.Count(); i++ ) |
|
{ |
|
MagazineStorage s_mag_i = m_MagazineStorageInInventory[i]; |
|
if(!s_mag_i) |
|
{ |
|
m_MagazineStorageInInventory.RemoveOrdered(i); |
|
i--; |
|
continue; |
|
} |
|
|
|
if(CompareMagazinesSuitability(s_mag_i,sMag)<0) |
|
break; |
|
} |
|
m_MagazineStorageInInventory.InsertAt(sMag,i); |
|
|
|
SetSutableMagazines(); |
|
return; |
|
} |
|
|
|
if(mag) |
|
{ |
|
|
|
for(i = 0; i < m_MagazinePilesInInventory.Count(); i++ ) |
|
{ |
|
Magazine mag_i = m_MagazinePilesInInventory[i]; |
|
if(!mag_i) |
|
{ |
|
m_MagazinePilesInInventory.RemoveOrdered(i); |
|
i--; |
|
continue; |
|
} |
|
|
|
|
|
if(CompareMagazinesSuitability(mag_i,mag)<0) |
|
{ |
|
break; |
|
} |
|
} |
|
m_MagazinePilesInInventory.InsertAt(mag,i); |
|
SetSutableMagazines(); |
|
} |
|
|
|
} |
|
|
|
void OnMagazineInventoryExit(Magazine mag) |
|
{ |
|
m_SuitableMagazines.RemoveItem(mag); |
|
|
|
MagazineStorage sMag = MagazineStorage.Cast(mag); |
|
if(sMag) |
|
{ |
|
m_MagazineStorageInInventory.RemoveItem(sMag); |
|
return; |
|
} |
|
|
|
if(mag) |
|
{ |
|
m_MagazinePilesInInventory.RemoveItem(mag); |
|
} |
|
} |
|
|
|
void OnMagazineAttach(Magazine mag) |
|
{ |
|
OnMagazineInventoryExit(mag); |
|
} |
|
|
|
void OnMagazineDetach(Magazine mag) |
|
{ |
|
OnMagazineInventoryEnter(mag); |
|
} |
|
|
|
int CompareMagazinesSuitability( Magazine mag1, Magazine mag2 ) |
|
{ |
|
return mag1.GetAmmoCount() - mag2.GetAmmoCount(); |
|
} |
|
|
|
void SortMagazineAfterLoad() |
|
{ |
|
array<MagazineStorage> magazines = new array<MagazineStorage>; |
|
array<Magazine> magazines_piles = new array<Magazine>; |
|
int low_mag1, high_mag1; |
|
int low_mag2, high_mag2; |
|
int i, j; |
|
|
|
for(i = 0; i < m_MagazineStorageInInventory.Count(); i++ ) |
|
{ |
|
MagazineStorage mag = m_MagazineStorageInInventory.Get(i); |
|
mag.GetNetworkID(low_mag1,high_mag1); |
|
for( j = 0; j < magazines.Count(); j++) |
|
{ |
|
magazines.Get(j).GetNetworkID(low_mag2,high_mag2); |
|
if(low_mag1 > low_mag2) |
|
{ |
|
break; |
|
} |
|
else if (low_mag1 == low_mag2) |
|
{ |
|
if( high_mag1 > high_mag2 ) |
|
{ |
|
break; |
|
} |
|
} |
|
} |
|
magazines.InsertAt(mag,j); |
|
} |
|
|
|
m_MagazineStorageInInventory.Clear(); |
|
m_MagazineStorageInInventory.Copy(magazines); |
|
|
|
for(i = 0; i < m_MagazinePilesInInventory.Count(); i++ ) |
|
{ |
|
Magazine pile = m_MagazinePilesInInventory.Get(i); |
|
pile.GetNetworkID(low_mag1,high_mag1); |
|
for( j = 0; j < magazines_piles.Count(); j++) |
|
{ |
|
magazines_piles.Get(j).GetNetworkID(low_mag2,high_mag2); |
|
if(low_mag1 > low_mag2) |
|
{ |
|
break; |
|
} |
|
else if (low_mag1 == low_mag2) |
|
{ |
|
if( high_mag1 > high_mag2 ) |
|
{ |
|
break; |
|
} |
|
} |
|
} |
|
magazines_piles.InsertAt(pile,j); |
|
} |
|
|
|
m_MagazinePilesInInventory.Clear(); |
|
m_MagazinePilesInInventory.Copy(magazines_piles); |
|
|
|
SetSutableMagazines(); |
|
} |
|
|
|
void SetSutableMagazines() |
|
{ |
|
m_SuitableMagazines.Clear(); |
|
int i; |
|
|
|
if (m_WeaponInHand) |
|
{ |
|
int mi = m_WeaponInHand.GetCurrentMuzzle(); |
|
|
|
for (i = 0; i < m_MagazineStorageInInventory.Count(); i++ ) |
|
{ |
|
MagazineStorage s_mag = m_MagazineStorageInInventory[i]; |
|
|
|
if (!s_mag) |
|
{ |
|
m_MagazineStorageInInventory.RemoveOrdered(i); |
|
i--; |
|
continue; |
|
} |
|
|
|
if ( m_WeaponInHand.TestAttachMagazine(mi, s_mag, false, true)) |
|
m_SuitableMagazines.Insert(s_mag); |
|
} |
|
|
|
for (i = 0; i < m_MagazinePilesInInventory.Count(); i++ ) |
|
{ |
|
Magazine mag = m_MagazinePilesInInventory[i]; |
|
if (!mag) |
|
{ |
|
m_MagazinePilesInInventory.RemoveOrdered(i); |
|
i--; |
|
continue; |
|
} |
|
|
|
if (m_WeaponInHand.CanChamberFromMag(mi, mag)) |
|
m_SuitableMagazines.Insert(mag); |
|
} |
|
|
|
} |
|
else if (m_MagazineInHand) |
|
{ |
|
for (i = 0; i < m_MagazinePilesInInventory.Count(); i++ ) |
|
{ |
|
Magazine m_mag = m_MagazinePilesInInventory[i]; |
|
if (!m_mag) |
|
{ |
|
m_MagazinePilesInInventory.RemoveOrdered(i); |
|
i--; |
|
continue; |
|
} |
|
if (m_MagazineInHand.IsCompatiableAmmo( m_mag )) |
|
m_SuitableMagazines.Insert(m_mag); |
|
} |
|
} |
|
else |
|
{ |
|
m_PreparedMagazine = null; |
|
} |
|
|
|
} |
|
|
|
void OnLiftWeapon() |
|
{ |
|
if( m_WeaponInHand ) |
|
m_WeaponInHand.ResetBurstCount(); |
|
} |
|
|
|
string GetCurrentModeName() |
|
{ |
|
if( m_WeaponInHand ) |
|
{ |
|
int mi = m_WeaponInHand.GetCurrentMuzzle(); |
|
return m_WeaponInHand.GetCurrentModeName(mi); |
|
} |
|
return ""; |
|
} |
|
|
|
bool PrepareInventoryLocationForMagazineSwap( notnull Weapon_Base wpn, notnull Magazine new_mag, out InventoryLocation new_il ) |
|
{ |
|
int muzzleIndex = wpn.GetCurrentMuzzle(); |
|
Magazine old_mag = Magazine.Cast(wpn.GetMagazine(muzzleIndex)); |
|
InventoryLocation temp = new InventoryLocation(); |
|
|
|
if (old_mag) |
|
{ |
|
bool result = GameInventory.CanSwapEntitiesEx(new_mag, old_mag); |
|
if ( result ) |
|
{ |
|
new_mag.GetInventory().GetCurrentInventoryLocation(new_il); |
|
new_il.SetItem(old_mag); |
|
} |
|
else |
|
{ |
|
result = GameInventory.CanForceSwapEntitiesEx(new_mag, null, old_mag, new_il); |
|
float dir[4]; |
|
if ( !result ) |
|
{ |
|
new_il.SetGroundEx( old_mag, m_player.GetPosition(), dir); |
|
} |
|
} |
|
} |
|
return true; |
|
} |
|
} |
|
|