DayZ_Scripts / scripts /4_World /DayZ /Entities /DayZPlayerImplementThrowing.c
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class DayZPlayerImplementThrowing
{
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)
{
m_Player = pPlayer;
SetThrowingModeEnabled(false);
ResetState();
}
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)
{
if ( !pEntityInHands && !m_bThrowingAnimationPlaying )
{
if ( m_bThrowingModeEnabled )
{
SetThrowingModeEnabled(false);
pHcw.SetThrowingMode(false);
}
return;
}
//! current state
SetThrowingModeEnabled(pHcw.IsThrowingMode());
//! handle mode change
if ( pHic.IsThrowingModeChange() && CanChangeThrowingStance(pHic) )
{
ResetState();
pHcw.SetActionProgressParams(0, 0);
pHcw.SetThrowingMode(!m_bThrowingModeEnabled);
}
//! handle action
if ( m_bThrowingModeEnabled )
{
//! cancel throwing in case of raising hands or heavy item in hands
if ( !CanContinueThrowingEx(pHic, pEntityInHands) )
{
SetThrowingModeEnabled(false);
ResetState();
pHcw.SetActionProgressParams(0, 0);
pHcw.SetThrowingMode(false);
return;
}
//! check event for throw
if ( pHcw.WasItemLeaveHandsEvent() )
{
float lr = pHcw.GetBaseAimingAngleLR();
float ud = pHcw.GetBaseAimingAngleUD();
vector aimOrientation = m_Player.GetOrientation();
aimOrientation[0] = aimOrientation[0] + lr;
//add 5 deg
aimOrientation[1] = aimOrientation[1] + ud + 5;
m_Player.GetHumanInventory().ThrowEntity(pEntityInHands, aimOrientation.AnglesToVector(), c_fThrowingForceMin + m_fThrowingForce01 * (c_fThrowingForceMax - c_fThrowingForceMin));
return;
}
//! handle throw force
if ( !m_bThrowingAnimationPlaying )
{
if ( pHic.IsAttackButton() )
{
if ( !m_bThrowingInProgress )
m_bThrowingInProgress = true;
m_fThrowingForce01 += pDt * c_fThrowingForceCoef;
if ( m_fThrowingForce01 > 1.0 )
m_fThrowingForce01 = 1.0;
pHcw.SetActionProgressParams(m_fThrowingForce01, 0);
}
else
{
HumanCommandMove hcm = m_Player.GetCommand_Move();
bool standingFromBack = hcm && hcm.IsStandingFromBack();
if ( m_bThrowingInProgress && !standingFromBack)
{
m_bThrowingInProgress = false;
int throwType = 1;
HumanItemBehaviorCfg itemCfg = m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
itemCfg = m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
if ( itemCfg )
{
switch ( itemCfg.m_iType )
{
case ItemBehaviorType.TWOHANDED:
case ItemBehaviorType.POLEARMS:
throwType = 2;
break;
case ItemBehaviorType.FIREARMS:
throwType = 3;
}
}
pHcw.ThrowItem(throwType);
m_bThrowingAnimationPlaying = true;
}
}
}
}
else
{
ResetState();
}
}
void ResetState()
{
m_fThrowingForce01 = 0;
m_bThrowingInProgress = false;
m_bThrowingAnimationPlaying = false;
}
void SetThrowingModeEnabled(bool enable)
{
if (enable != m_bThrowingModeEnabled)
{
m_Player.OnThrowingModeChange(enable);
}
m_bThrowingModeEnabled = enable;
}
bool IsThrowingModeEnabled()
{
return m_bThrowingModeEnabled;
}
//! Throwing wind-up only (button hold)
bool IsThrowingInProgress()
{
return m_bThrowingInProgress;
}
//! Throwing animation after button release
bool IsThrowingAnimationPlaying()
{
return m_bThrowingAnimationPlaying;
}
bool CanChangeThrowingStance(HumanInputController pHic)
{
// basic stance has priority
if( pHic.IsStanceChange() )
return false;
// don't change mode in raise
if( pHic.IsWeaponRaised() )
return false;
// check if it's not a heavy item
HumanItemBehaviorCfg itemCfg = m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
if( itemCfg && itemCfg.m_iType == ItemBehaviorType.HEAVY )
return false;
/* HumanMovementState movementState = new HumanMovementState();
m_Player.GetMovementState(movementState);
if( movementState.IsInProne() )
return false;*/
PlayerBase playerPB = PlayerBase.Cast(m_Player);
if( playerPB )
{
if( playerPB.GetEmoteManager().IsEmotePlaying() )
return false;
if( playerPB.GetActionManager().GetRunningAction() != NULL )
return false;
if( playerPB.IsRestrained() || playerPB.IsItemsToDelete())
return false;
if( playerPB.GetDayZPlayerInventory().IsProcessing() )
return false;
if( playerPB.GetWeaponManager().IsRunning() )
return false;
}
if (!CheckFreeSpace() )
return false;
return true;
}
bool CanContinueThrowing(HumanInputController pHic)
{
HumanItemBehaviorCfg itemInHandsCfg = m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
bool boo = false;
UAInterface input_interface = m_Player.GetInputInterface();
if(input_interface && input_interface.SyncedPress("UAGear"))
{
boo = true;
}
if( boo || pHic.IsWeaponRaised() || (itemInHandsCfg && itemInHandsCfg.m_iType == ItemBehaviorType.HEAVY) )
{
return false;
}
if (!CheckFreeSpace() )
return false;
return true;
}
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
{
if ( pEntityInHands == null )
return false;
return CanContinueThrowing(pHic);
}
bool CheckFreeSpace()
{
return m_Player.CheckFreeSpace(vector.Forward, 0.7, false);
}
private DayZPlayer m_Player;
private bool m_bThrowingModeEnabled;
private bool m_bThrowingInProgress;
private bool m_bThrowingAnimationPlaying;
private float m_fThrowingForce01;
private const float c_fThrowingForceMin = 20.0;
private const float c_fThrowingForceMax = 90.0;
private const float c_fThrowingForceCoef = 1.0;
}