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/***********************************************************************/
/** © 2015 CD PROJEKT S.A. All rights reserved.
/** THE WITCHER® is a trademark of CD PROJEKT S. A.
/** The Witcher game is based on the prose of Andrzej Sapkowski.
/***********************************************************************/
statemachine abstract import class CR4Player extends CPlayer
{
protected var pcGamePlayInitialized : bool;
private var pcMode : bool;
default pcMode = true;
protected saved var weaponHolster : WeaponHolster;
public var rangedWeapon : Crossbow;
public var crossbowDontPopStateHack : bool; default crossbowDontPopStateHack = false;
private var hitReactTransScale : float;
private var bIsCombatActionAllowed : bool;
private var currentCombatAction : EBufferActionType;
private var uninterruptedHitsCount : int;
private var uninterruptedHitsCameraStarted : bool;
private var uninterruptedHitsCurrentCameraEffect : name;
private var counterTimestamps : array<EngineTime>;
private var hitReactionEffect : bool;
private var lookAtPosition : Vector;
private var orientationTarget : EOrientationTarget;
private var customOrientationTarget : EOrientationTarget;
protected var customOrientationStack : array<SCustomOrientationParams>;
public var delayOrientationChange : bool;
protected var delayCameraOrientationChange : bool;
private var actionType : int;
private var customOrientationStackIndex : int;
private var emptyMoveTargetTimer : float;
private var onlyOneEnemyLeft : bool;
public var isInFinisher : bool;
private var finisherTarget : CGameplayEntity;
private var combatStance : EPlayerCombatStance;
public var approachAttack : int;
default approachAttack = 1;
protected var specialAttackCamera : bool;
private var specialAttackTimeRatio : float;
public saved var itemsPerLevel : array<name>;
public var itemsPerLevelGiven : array<bool>;
private var playerTickTimerPhase : int;
default playerTickTimerPhase = 0;
protected var evadeHeading : float;
public var vehicleCbtMgrAiming : bool;
public var specialHeavyChargeDuration : float;
public var specialHeavyStartEngineTime : EngineTime;
public var playedSpecialAttackMissingResourceSound : bool;
public function SetPlayedSpecialAttackMissingResourceSound(b : bool) {playedSpecialAttackMissingResourceSound = b;}
public var counterCollisionGroupNames : array<name>;
public saved var lastInstantKillTime : GameTime;
private var noSaveLockCombatActionName : string; default noSaveLockCombatActionName = 'combat_action';
private var noSaveLockCombatAction : int;
private var deathNoSaveLock : int;
private var noSaveLock : int;
protected saved var newGamePlusInitialized : bool;
default newGamePlusInitialized = false;
protected var BufferAllSteps : bool;
protected var BufferCombatAction : EBufferActionType;
protected var BufferButtonStage : EButtonStage;
default BufferAllSteps = false;
default customOrientationTarget = OT_None;
default hitReactionEffect = true;
default uninterruptedHitsCount = 0;
default uninterruptedHitsCameraStarted = false;
default customOrientationStackIndex = -1;
private var keepRequestingCriticalAnimStart : bool;
default keepRequestingCriticalAnimStart = false;
private var currentCustomAction : EPlayerExplorationAction;
public var substateManager : CExplorationStateManager;
protected var isOnBoat : bool;
protected var isInShallowWater : bool;
public var medallion : W3MedallionFX;
protected var lastMedallionEffect : float;
private var isInRunAnimation : bool;
public var interiorTracker :CPlayerInteriorTracker;
public var m_SettlementBlockCanter : int;
private var fistFightMinigameEnabled : bool;
private var isFFMinigameToTheDeath : bool;
private var FFMinigameEndsithBS : bool;
public var fistFightTeleportNode : CNode;
public var isStartingFistFightMinigame : bool;
public var GeraltMaxHealth : float;
public var fistsItems : array< SItemUniqueId >;
default FFMinigameEndsithBS = false;
default fistFightMinigameEnabled = false;
default isFFMinigameToTheDeath = false;
private var gwintAiDifficulty : EGwintDifficultyMode; default gwintAiDifficulty = EGDM_Easy;
private var gwintAiAggression : EGwintAggressionMode; default gwintAiAggression = EGAM_Defensive;
private var gwintMinigameState : EMinigameState; default gwintMinigameState = EMS_None;
import private var horseWithInventory : EntityHandle;
private var currentlyMountedHorse : CNewNPC;
private var horseSummonTimeStamp : float;
private saved var isHorseRacing : bool;
private var horseCombatSlowMo : bool;
default isHorseRacing = false;
default horseCombatSlowMo = true;
private var HudMessages : array <string>;
protected var fShowToLowStaminaIndication : float;
public var showTooLowAdrenaline : bool;
private var HAXE3Container : W3Container;
private var HAXE3bAutoLoot: bool;
private var bShowHud : bool;
private var dodgeFeedbackTarget : CActor;
default HAXE3bAutoLoot = false;
default fShowToLowStaminaIndication = 0.0f;
default bShowHud = true;
saved var displayedQuestsGUID : array< CGUID >;
saved var rewardsMultiplier : array< SRewardMultiplier >;
saved var glossaryImageOverride : array< SGlossaryImageOverride >;
private var prevRawLeftJoyRot : float;
protected var explorationInputContext : name;
protected var combatInputContext : name;
protected var combatFistsInputContext : name;
private var isInsideInteraction : bool;
private var isInsideHorseInteraction : bool;
public var horseInteractionSource : CEntity;
public var nearbyLockedContainersNoKey : array<W3LockableEntity>;
private var bMoveTargetChangeAllowed : bool; default bMoveTargetChangeAllowed = true;
private var moveAdj : CMovementAdjustor;
private var defaultLocomotionController : CR4LocomotionPlayerControllerScript;
private var canFollowNpc : bool;
private var actorToFollow : CActor;
public var terrainPitch : float;
public var steepSlopeNormalPitch : float; default steepSlopeNormalPitch = 65.f;
public var disableSprintTerrainPitch : float; default disableSprintTerrainPitch = 54.f;
private var submergeDepth : float;
private var m_useSelectedItemIfSpawned : bool; default m_useSelectedItemIfSpawned = false;
var navQuery : CNavigationReachabilityQueryInterface;
public saved var rememberedCustomHead : name;
public saved var disableWeatherDisplay : bool;
public saved var proudWalk : bool;
private var etherealCount : int;
default etherealCount = 0;
public saved var injuredWalk : bool;
public saved var tiedWalk : bool;
private var insideDiveAttackArea : bool;
default insideDiveAttackArea = false;
private var diveAreaNumber : int;
default diveAreaNumber = -1;
private var flyingBossCamera : bool;
default flyingBossCamera = false;
public function SetFlyingBossCamera( val : bool ) { flyingBossCamera = val; }
public function GetFlyingBossCamera() : bool { return flyingBossCamera; }
public saved var upscaledTooltipState : bool;
default upscaledTooltipState = false;
private var phantomWeaponMgr : CPhantomWeaponManager;
function EnablePCMode( flag : bool )
{
pcMode = flag;
}
public function IsPCModeEnabled() : bool
{
return pcMode && theInput.LastUsedPCInput();
}
public function ShouldUsePCModeTargeting() : bool
{
return IsPCModeEnabled() && !lastAxisInputIsMovement;
}
public function SetDodgeFeedbackTarget( target : CActor )
{
dodgeFeedbackTarget = target;
}
public function GetDodgeFeedbackTarget() : CActor
{
return dodgeFeedbackTarget;
}
public function SetSubmergeDepth( depth : float )
{
submergeDepth = depth;
}
public function GetSubmergeDepth() : float
{
return submergeDepth;
}
editable var delayBetweenIllusionOneliners : float;
hint delayBetweenIllusionOneliners = "delay in secs between oneliners about illusionary objects";
default delayBetweenIllusionOneliners = 5;
private var battlecry_timeForNext : float;
private var battlecry_delayMin : float; default battlecry_delayMin = 15;
private var battlecry_delayMax : float; default battlecry_delayMax = 60;
private var battlecry_lastTry : name;
private var previousWeather : name;
private var previousRainStrength : float;
protected var receivedDamageInCombat : bool;
protected var prevDayNightIsNight : bool;
public var failedFundamentalsFirstAchievementCondition : bool;
private var spawnedTime : float;
public var currentMonsterHuntInvestigationArea : W3MonsterHuntInvestigationArea;
private var isPerformingPhaseChangeAnimation : bool;
default isPerformingPhaseChangeAnimation = false;
default receivedDamageInCombat = false;
public var playerMode : W3PlayerMode;
protected saved var selectedItemId : SItemUniqueId;
protected saved var blockedRadialSlots : array < SRadialSlotDef >;
public var enemyCollectionDist : float;
public var findMoveTargetDistMin : float;
public var findMoveTargetDistMax : float;
private var findMoveTargetScaledFrame : float;
public var interactDist : float;
protected var bCanFindTarget : bool;
private var bIsConfirmingEmptyTarget : bool;
private var displayTarget : CGameplayEntity;
private var isShootingFriendly : bool;
default findMoveTargetDistMax = 18.f;
default findMoveTargetScaledFrame = 0.5f;
default interactDist = 3.5f;
private var currentSelectedTarget : CActor;
private var selectedTargetToConfirm : CActor;
private var bConfirmTargetTimerIsEnabled : bool;
public saved var thrownEntityHandle : EntityHandle;
private var isThrowingItemWithAim : bool;
private saved var isThrowingItem : bool;
private var isThrowHoldPressed : bool;
private var isAimingCrossbow : bool;
default isThrowingItemWithAim = false;
public var playerAiming : PlayerAiming;
public var forceDismember : bool;
public var forceDismemberName : name;
public var forceDismemberChance : int;
public var forceDismemberExplosion : bool;
private var finisherVictim : CActor;
public var forceFinisher : bool;
public var forceFinisherAnimName : name;
public var forceFinisherChance : int;
public var forcedStance : bool;
private var m_WeaponFXCollisionGroupNames : array <name>;
private var m_CollisionEffect : CEntity;
private var m_LastWeaponTipPos : Vector;
private var m_CollisionFxTemplate : CEntityTemplate;
private var m_RefreshWeaponFXType : bool;
private var m_PlayWoodenFX : bool;
private var m_activePoster : W3Poster;
public function SetActivePoster ( poster : W3Poster )
{
m_activePoster = poster;
}
public function RemoveActivePoster ()
{
m_activePoster = NULL;
}
public function GetActivePoster () : W3Poster
{
return m_activePoster;
}
public var horseOnNavMesh : bool;
default horseOnNavMesh = true;
public function SetHorseNav( val : bool ) { horseOnNavMesh = val; }
public var testAdjustRequestedMovementDirection : bool;
default testAdjustRequestedMovementDirection = false;
default autoState = 'Exploration';
import final function GetEnemiesInRange( out enemies : array< CActor > );
import final function GetVisibleEnemies( out enemies : array< CActor > );
import final function IsEnemyVisible( enemy : CActor ) : bool;
import final function SetupEnemiesCollection( range, heightTolerance : float,
maxEnemies : int,
optional tag : name,
optional flags : int );
import final function IsInInterior() : bool;
import final function IsInSettlement() : bool;
import final function EnterSettlement( isEntering : bool );
import final function ActionDirectControl( controller : CR4LocomotionDirectController ) : bool;
import final function SetPlayerTarget( target : CActor );
import final function SetPlayerCombatTarget( target : CActor );
import final function ObtainTicketFromCombatTarget( ticketName : CName, ticketsCount : int );
import final function FreeTicketAtCombatTarget();
import final function SetScriptMoveTarget( target : CActor );
import final function GetRiderData() : CAIStorageRiderData;
import final function SetIsInCombat( inCombat : bool );
import final function SaveLastMountedHorse( mountedHorse : CActor );
import final function SetBacklightFromHealth( healthPercentage : float );
import private final function SetBacklightColor( color : Vector );
import final function GetCombatDataComponent() : CCombatDataComponent;
import final function GetTemplatePathAndAppearance( out templatePath : string, out appearance : name );
import final function HACK_BoatDismountPositionCorrection( slotPos : Vector );
import final function HACK_ForceGetBonePosition( boneIndex : int ) : Vector;
public function GetLevel() : int
{
return 0;
}
var targeting : CR4PlayerTargeting;
var targetingPrecalcs : SR4PlayerTargetingPrecalcs;
var targetingIn : SR4PlayerTargetingIn;
var targetingOut : SR4PlayerTargetingOut;
var useNativeTargeting : bool;
default useNativeTargeting = true;
var visibleActors : array< CActor >;
var visibleActorsTime : array< float >;
event OnSpawned( spawnData : SEntitySpawnData )
{
var atts : array<name>;
var skill : ESkill;
var i : int;
var item : SItemUniqueId;
AddAnimEventCallback('ThrowHoldTest', 'OnAnimEvent_ThrowHoldTest');
AddAnimEventCallback('OnWeaponDrawReady', 'OnAnimEvent_OnWeaponDrawReady');
AddAnimEventCallback('OnWeaponHolsterReady', 'OnAnimEvent_OnWeaponHolsterReady');
AddAnimEventCallback('AllowTempLookAt', 'OnAnimEvent_AllowTempLookAt');
AddAnimEventCallback('SlideToTarget', 'OnAnimEvent_SlideToTarget');
AddAnimEventCallback('PlayFinisherBlood', 'OnAnimEvent_PlayFinisherBlood');
AddAnimEventCallback('SlowMo', 'OnAnimEvent_SlowMo');
AddAnimEventCallback('BloodTrailForced', 'OnAnimEvent_BloodTrailForced');
AddAnimEventCallback('FadeOut', 'OnAnimEvent_FadeOut');
AddAnimEventCallback('FadeIn', 'OnAnimEvent_FadeIn');
AddAnimEventCallback('DisallowHitAnim', 'OnAnimEvent_DisallowHitAnim');
AddAnimEventCallback('AllowFall', 'OnAnimEvent_AllowFall');
AddAnimEventCallback('AllowFall2', 'OnAnimEvent_AllowFall2');
AddAnimEventCallback('DettachGround', 'OnAnimEvent_DettachGround');
AddAnimEventCallback('KillWithRagdoll', 'OnAnimEvent_KillWithRagdoll');
AddAnimEventCallback('pad_vibration', 'OnAnimEvent_pad_vibration');
AddAnimEventCallback('pad_vibration_light', 'OnAnimEvent_pad_vibration_light');
AddAnimEventCallback('RemoveBurning', 'OnAnimEvent_RemoveBurning');
AddAnimEventCallback('RemoveTangled', 'OnAnimEvent_RemoveTangled');
AddAnimEventCallback('MoveNoise', 'OnAnimEvent_MoveNoise');
AddItemPerLevelList();
enemyCollectionDist = findMoveTargetDistMax;
theGame.RemoveTimeScale('horse_melee');
if(!spawnData.restored && !((W3ReplacerCiri)this) )
{
AddTimer('GiveStartingItems', 0.00001, true, , , true);
if(!theGame.IsFinalBuild())
{
AddAbility('GeraltSkills_Testing');
AddTimer('Debug_GiveTestingItems',0.0001,true);
}
FactsAdd("tut_stash_fresh_playthrough");
}
InitTargeting();
if( spawnData.restored )
{
theGame.GameplayFactsRemove( "in_combat" );
}
if ( !weaponHolster )
{
weaponHolster = new WeaponHolster in this;
}
weaponHolster.Initialize( this, spawnData.restored );
if ( !interiorTracker )
{
interiorTracker = new CPlayerInteriorTracker in this;
}
interiorTracker.Init( spawnData.restored );
super.OnSpawned( spawnData );
medallion = new W3MedallionFX in this;
playerMode = new W3PlayerMode in this;
playerMode.Initialize( this );
playerAiming = new PlayerAiming in this;
playerAiming.Initialize( this );
navQuery = new CNavigationReachabilityQueryInterface in this;
EnableFindTarget( true );
AddTimer( 'CombatCheck', 0.2f, true );
substateManager = ( CExplorationStateManager ) GetComponentByClassName( 'CExplorationStateManager' );
findMoveTargetDist = findMoveTargetDistMax;
SetupEnemiesCollection( enemyCollectionDist, findMoveTargetDist, 10, 'None', FLAG_Attitude_Neutral + FLAG_Attitude_Hostile + FLAG_Attitude_Friendly + FLAG_OnlyAliveActors );
inputHandler.RemoveLocksOnSpawn();
((CActor) this ).SetInteractionPriority( IP_Prio_0 );
prevDayNightIsNight = theGame.envMgr.IsNight();
CheckDayNightCycle();
EnableVisualDebug( SHOW_AI, true );
FactsRemove("blocked_illusion_oneliner");
SetFailedFundamentalsFirstAchievementCondition(false);
m_CollisionFxTemplate = (CEntityTemplate) LoadResource( 'sword_colision_fx' );
if( m_WeaponFXCollisionGroupNames.Size() == 0 )
{
m_WeaponFXCollisionGroupNames.PushBack('Static');
m_WeaponFXCollisionGroupNames.PushBack('Foliage');
m_WeaponFXCollisionGroupNames.PushBack('Fence');
m_WeaponFXCollisionGroupNames.PushBack('BoatSide');
m_WeaponFXCollisionGroupNames.PushBack('Door');
m_WeaponFXCollisionGroupNames.PushBack('RigidBody');
m_WeaponFXCollisionGroupNames.PushBack('Dynamic');
m_WeaponFXCollisionGroupNames.PushBack('Destructible');
}
if ( counterCollisionGroupNames.Size() == 0 )
{
counterCollisionGroupNames.PushBack('Static');
counterCollisionGroupNames.PushBack('Foliage');
counterCollisionGroupNames.PushBack('Fence');
counterCollisionGroupNames.PushBack('Terrain');
counterCollisionGroupNames.PushBack('Door');
counterCollisionGroupNames.PushBack('RigidBody');
counterCollisionGroupNames.PushBack('Dynamic');
counterCollisionGroupNames.PushBack('Destructible');
}
ResetPadBacklightColor();
if( spawnData.restored )
{
if (IsCurrentlyUsingItemL())
{
if (inv.HasItemById( currentlyEquipedItemL ))
{
OnUseSelectedItem();
}
else
{
HideUsableItem(true);
}
}
if ( GetCurrentMeleeWeaponType() == PW_Steel || GetCurrentMeleeWeaponType() == PW_Silver )
{
OnEquipMeleeWeapon(GetCurrentMeleeWeaponType(), true, true);
}
AddTimer( 'UnmountCrossbowTimer', 0.01, true );
ClearBlockedSlots();
}
((CR4PlayerStateSwimming)this.GetState('Swimming')).OnParentSpawned();
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
theGame.GetDefinitionsManager().GetContainedAbilities('DwimeritiumBomb_3', atts);
for(i=0; i<atts.Size(); i+=1)
{
skill = SkillNameToEnum(atts[i]);
if(skill != S_SUndefined)
BlockSkill(skill, false);
}
this.GetInventory().GetItemEquippedOnSlot( EES_SteelSword, item );
if( this.GetInventory().ItemHasTag( item, 'PhantomWeapon' ) )
{
this.InitPhantomWeaponMgr();
}
if(FactsQuerySum("mq3036_fact_done") > 0)
BlockAllActions('mq3036', false);
spawnedTime = theGame.GetEngineTimeAsSeconds();
if ( theGame.GetInGameConfigWrapper().GetVarValue('Gameplay', 'EnableUberMovement' ) == "1" )
theGame.EnableUberMovement( true );
else
theGame.EnableUberMovement( false );
if ( !FactsDoesExist("gwent_difficulty") )
FactsAdd("gwent_difficulty", 2);
if(!newGamePlusInitialized && FactsQuerySum("NewGamePlus") > 0)
{
NewGamePlusInitialize();
}
if( lastInstantKillTime > theGame.GetGameTime() )
{
SetLastInstantKillTime( GameTimeCreate(0) );
}
// modStatTrak BEGIN
if (!this.GetInventory().HasItem('Achievement Stats'))
{
this.GetInventory().AddAnItem('Achievement Stats', 1, 0, 0);
}
//modStatTrak END
}
public function NewGamePlusInitialize()
{
SetLastInstantKillTime( GameTimeCreate(0) );
}
public function GetTimeSinceSpawned() : float
{
return theGame.GetEngineTimeAsSeconds() - spawnedTime;
}
timer function UnmountCrossbowTimer( dt : float, id : int )
{
var itemId : SItemUniqueId;
itemId = this.inv.GetItemFromSlot( 'l_weapon' );
if ( inv.IsIdValid( itemId ) && inv.IsItemCrossbow( itemId ) )
{
rangedWeapon = (Crossbow)( inv.GetItemEntityUnsafe( itemId ) );
if (rangedWeapon)
{
rangedWeapon.Initialize( (CActor)( rangedWeapon.GetParentEntity() ) );
OnRangedForceHolster( true, true );
RemoveTimer( 'UnmountCrossbowTimer' );
}
}
else
RemoveTimer( 'UnmountCrossbowTimer' );
}
event OnDestroyed()
{
playerAiming.RemoveAimingSloMo();
if(rangedWeapon)
rangedWeapon.ClearDeployedEntity(true);
ResetPadBacklightColor();
theGame.ReleaseNoSaveLock( noSaveLock );
}
public function GetBlockedSlots () : array < SRadialSlotDef >
{
return blockedRadialSlots;
}
public function ClearBlockedSlots()
{
var i : int;
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
{
if( !IsSwimming() )
{
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'swimming'))
{
i-=1;
continue;
}
}
if (!IsUsingVehicle())
{
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'useVehicle'))
{
i-=1;
continue;
}
}
if ( !IsCurrentlyUsingItemL() || !IsUsableItemLBlocked() )
{
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'usableItemL'))
{
i-=1;
continue;
}
}
if ( !IsThrowingItem() )
{
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'throwBomb'))
{
i-=1;
continue;
}
}
}
}
public function RestoreBlockedSlots ()
{
var i : int;
var slotsToBlock : array<name>;
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
{
slotsToBlock.PushBack ( blockedRadialSlots[i].slotName );
}
if ( slotsToBlock.Size() > 0 )
{
EnableRadialSlots ( false, slotsToBlock );
}
}
private function DisableRadialSlot ( slotName : name, sourceName : name ) : bool
{
var i : int;
var k : int;
var slotsToBlock : array<name>;
var blockedRadialSlotEntry : SRadialSlotDef;
slotsToBlock.PushBack ( slotName );
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
{
if ( blockedRadialSlots[i].slotName == slotName )
{
if ( sourceName != '' )
{
for ( k = 0; k < blockedRadialSlots[i].disabledBySources.Size(); k += 1 )
{
if ( blockedRadialSlots[i].disabledBySources[k] == sourceName )
{
return false;
}
}
blockedRadialSlots[i].disabledBySources.PushBack ( sourceName );
return false;
}
return false;
}
}
blockedRadialSlotEntry = InitBlockedRadialSlotEntry ( slotName );
if ( sourceName != '' )
{
blockedRadialSlotEntry.disabledBySources.PushBack ( sourceName );
}
blockedRadialSlots.PushBack ( blockedRadialSlotEntry );
EnableRadialSlots ( false, slotsToBlock );
return true;
}
public function EnableRadialSlot ( slotName : name, sourceName : name ) : bool
{
var i : int;
var k : int;
var slotsToBlock : array<name>;
slotsToBlock.PushBack ( slotName );
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
{
if ( blockedRadialSlots[i].slotName == slotName )
{
if ( sourceName != '' )
{
for ( k = 0; k < blockedRadialSlots[i].disabledBySources.Size(); k += 1 )
{
if ( blockedRadialSlots[i].disabledBySources[k] == sourceName )
{
blockedRadialSlots[i].disabledBySources.Remove ( blockedRadialSlots[i].disabledBySources[k] );
}
}
}
if ( blockedRadialSlots[i].disabledBySources.Size() <= 0 )
{
blockedRadialSlots.Remove( blockedRadialSlots[i] );
EnableRadialSlots ( true, slotsToBlock );
return true;
}
return false;
}
}
return false;
}
private function InitBlockedRadialSlotEntry ( slotName : name ) : SRadialSlotDef
{
var blockedRadialSlotEntry : SRadialSlotDef;
blockedRadialSlotEntry.slotName = slotName;
return blockedRadialSlotEntry;
}
public function EnableRadialSlotsWithSource ( enable : bool, slotsToBlock : array < name >, sourceName : name )
{
var i : int;
for ( i = 0; i < slotsToBlock.Size(); i+=1 )
{
if ( enable )
{
EnableRadialSlot ( slotsToBlock[i], sourceName );
}
else
{
DisableRadialSlot ( slotsToBlock[i], sourceName );
}
}
if ( blockedRadialSlots.Size() <= 0 )
{
blockedRadialSlots.Clear();
}
}
public function IsRadialSlotBlocked ( slotName : name ) : bool
{
var i : int;
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
{
if ( blockedRadialSlots[i].slotName == slotName )
{
return true;
}
}
return false;
}
public function RepairItem ( rapairKitId : SItemUniqueId, usedOnItem : SItemUniqueId );
public function HasRepairAbleGearEquiped () : bool;
public function HasRepairAbleWaponEquiped () : bool;
public function IsItemRepairAble ( item : SItemUniqueId ) : bool;
public final function ReduceAllOilsAmmo( id : SItemUniqueId )
{
var i : int;
var oils : array< W3Effect_Oil >;
oils = inv.GetOilsAppliedOnItem( id );
for( i=0; i<oils.Size(); i+=1 )
{
oils[ i ].ReduceAmmo();
}
}
public final function ResumeOilBuffs( steel : bool )
{
var item : SItemUniqueId;
var oils : array< CBaseGameplayEffect >;
var buff, recentOil : W3Effect_Oil;
var i : int;
item = GetEquippedSword( steel );
oils = GetBuffs( EET_Oil );
if( oils.Size() > 1 )
{
recentOil = inv.GetNewestOilAppliedOnItem( item, false );
}
for( i=0; i<oils.Size(); i+=1 )
{
buff = ( W3Effect_Oil ) oils[ i ];
if( recentOil && recentOil == buff )
{
continue;
}
if(buff && buff.GetSwordItemId() == item )
{
buff.Resume( '' );
}
}
if( recentOil )
{
recentOil.Resume( '' );
}
}
protected final function PauseOilBuffs( isSteel : bool )
{
var item : SItemUniqueId;
var oils : array< CBaseGameplayEffect >;
var buff : W3Effect_Oil;
var i : int;
item = GetEquippedSword( isSteel );
oils = GetBuffs( EET_Oil );
for( i=0; i<oils.Size(); i+=1 )
{
buff = ( W3Effect_Oil ) oils[ i ];
if(buff && buff.GetSwordItemId() == item )
{
buff.Pause( '', true );
}
}
}
public final function ManageAerondightBuff( apply : bool )
{
var aerondight : W3Effect_Aerondight;
var item : SItemUniqueId;
item = inv.GetCurrentlyHeldSword();
if( inv.ItemHasTag( item, 'Aerondight' ) )
{
aerondight = (W3Effect_Aerondight)GetBuff( EET_Aerondight );
if( apply )
{
if( !aerondight )
{
AddEffectDefault( EET_Aerondight, this, "Aerondight" );
}
else
{
aerondight.Resume( 'ManageAerondightBuff' );
}
}
else
{
aerondight.Pause( 'ManageAerondightBuff' );
}
}
}
public function ApplyOil( oilId : SItemUniqueId, usedOnItem : SItemUniqueId ) : bool
{
var oilAbilities : array< name >;
var ammo, ammoBonus : float;
var dm : CDefinitionsManagerAccessor;
var buffParams : SCustomEffectParams;
var oilParams : W3OilBuffParams;
var oilName : name;
var min, max : SAbilityAttributeValue;
var i : int;
var oils : array< W3Effect_Oil >;
var existingOil : W3Effect_Oil;
if( !CanApplyOilOnItem( oilId, usedOnItem ) )
{
return false;
}
dm = theGame.GetDefinitionsManager();
inv.GetItemAbilitiesWithTag( oilId, theGame.params.OIL_ABILITY_TAG, oilAbilities );
oilName = inv.GetItemName( oilId );
oils = inv.GetOilsAppliedOnItem( usedOnItem );
for( i=0; i<oils.Size(); i+=1 )
{
if( oils[ i ].GetOilItemName() == oilName )
{
existingOil = oils[ i ];
break;
}
}
if( !existingOil )
{
if( !GetWitcherPlayer() || !GetWitcherPlayer().IsSetBonusActive( EISB_Wolf_1 ) )
{
inv.RemoveAllOilsFromItem( usedOnItem );
}
else
{
dm.GetAbilityAttributeValue( GetSetBonusAbility( EISB_Wolf_1 ), 'max_oils_count', min, max );
if( inv.GetActiveOilsAppliedOnItemCount( usedOnItem ) >= CalculateAttributeValue( max ) )
{
inv.RemoveOldestOilFromItem( usedOnItem );
}
}
}
ammo = CalculateAttributeValue(inv.GetItemAttributeValue(oilId, 'ammo'));
if(CanUseSkill(S_Alchemy_s06))
{
ammoBonus = CalculateAttributeValue(GetSkillAttributeValue(S_Alchemy_s06, 'ammo_bonus', false, false));
ammo *= 1 + ammoBonus * GetSkillLevel(S_Alchemy_s06);
}
if( existingOil )
{
existingOil.Reapply( RoundMath( ammo ) );
}
else
{
buffParams.effectType = EET_Oil;
buffParams.creator = this;
oilParams = new W3OilBuffParams in this;
oilParams.iconPath = dm.GetItemIconPath( oilName );
oilParams.localizedName = dm.GetItemLocalisationKeyName( oilName );
oilParams.localizedDescription = dm.GetItemLocalisationKeyName( oilName );
oilParams.sword = usedOnItem;
oilParams.maxCount = RoundMath( ammo );
oilParams.currCount = RoundMath( ammo );
oilParams.oilAbilityName = oilAbilities[ 0 ];
oilParams.oilItemName = oilName;
buffParams.buffSpecificParams = oilParams;
AddEffectCustom( buffParams );
delete oilParams;
}
LogOils("Added oil <<" + oilName + ">> to <<" + inv.GetItemName( usedOnItem ) + ">>");
SetFailedFundamentalsFirstAchievementCondition( true );
theGame.GetGlobalEventsManager().OnScriptedEvent( SEC_OnOilApplied );
if( !inv.IsItemHeld( usedOnItem ) )
{
PauseOilBuffs( inv.IsItemSteelSwordUsableByPlayer( usedOnItem ) );
}
return true;
}
public final function IsEquippedSwordUpgradedWithOil(steel : bool, optional oilName : name) : bool
{
var sword : SItemUniqueId;
var i : int;
var oils : array< W3Effect_Oil >;
sword = GetEquippedSword( steel );
if( !inv.IsIdValid( sword ) )
{
return false;
}
if( oilName == '' )
{
return inv.ItemHasAnyActiveOilApplied( sword );
}
oils = inv.GetOilsAppliedOnItem( sword );
for( i=0; i<oils.Size(); i+=1 )
{
if( oils[ i ].GetOilItemName() == oilName )
{
return true;
}
}
return false;
}
public function CanApplyOilOnItem(oilId : SItemUniqueId, usedOnItem : SItemUniqueId) : bool
{
if(inv.ItemHasTag(oilId, theGame.params.TAG_STEEL_OIL) && inv.IsItemSteelSwordUsableByPlayer(usedOnItem))
return true;
if(inv.ItemHasTag(oilId, theGame.params.TAG_SILVER_OIL) && inv.IsItemSilverSwordUsableByPlayer(usedOnItem))
return true;
return false;
}
public final function DidFailFundamentalsFirstAchievementCondition() : bool
{
return failedFundamentalsFirstAchievementCondition;
}
public final function SetFailedFundamentalsFirstAchievementCondition(b : bool)
{
var i : int;
var npc : CNewNPC;
failedFundamentalsFirstAchievementCondition = b;
if(failedFundamentalsFirstAchievementCondition)
{
for(i=0; i<hostileEnemies.Size(); i+=1)
{
if(hostileEnemies[i].HasTag(theGame.params.MONSTER_HUNT_ACTOR_TAG))
{
npc = (CNewNPC)hostileEnemies[i];
npc.AddTag('failedFundamentalsAchievement');
npc.AddTimer('FundamentalsAchFailTimer', 30*60, , , , true, true);
}
}
}
}
public function IsInCombatFist() : bool
{
return this.GetCurrentStateName() == 'CombatFists';
}
public function IsInitialized() : bool;
public function IsCiri() : bool
{
return ((W3ReplacerCiri)this);
}
protected function WouldLikeToMove() : bool
{
var speedVec : Vector;
var speed, speedMult : float;
speedVec.X = theInput.GetActionValue( 'GI_AxisLeftX' );
speedVec.Y = theInput.GetActionValue( 'GI_AxisLeftY' );
speed = VecLength2D( speedVec );
return speed > 0.1f;
}
function HandleMovement( deltaTime : float )
{
if (WouldLikeToMove())
SetBehaviorVariable( 'playerWouldLikeToMove', 1.0f);
else
SetBehaviorVariable( 'playerWouldLikeToMove', 0.0f);
super.HandleMovement( deltaTime );
}
function BattleCryIsReady( ) : bool
{
var l_currentTime : float;
l_currentTime = theGame.GetEngineTimeAsSeconds();
if( l_currentTime >= battlecry_timeForNext )
{
return true;
}
return false;
}
function PlayBattleCry( _BattleCry : name , _Chance : float, optional _IgnoreDelay, ignoreRepeatCheck : bool )
{
var l_randValue : float;
var fact : int;
fact = FactsQuerySum("force_stance_normal");
if( IsSwimming()
|| theGame.IsDialogOrCutscenePlaying()
|| IsInNonGameplayCutscene()
|| IsInGameplayScene()
|| theGame.IsCurrentlyPlayingNonGameplayScene()
|| theGame.IsFading()
|| theGame.IsBlackscreen()
|| FactsQuerySum("force_stance_normal") > 0 )
{
return;
}
if ( !ignoreRepeatCheck )
{
if( battlecry_lastTry == _BattleCry )
return;
}
battlecry_lastTry = _BattleCry;
l_randValue = RandF();
if( l_randValue < _Chance && ( _IgnoreDelay || BattleCryIsReady() ) )
{
thePlayer.PlayVoiceset( 90, _BattleCry );
battlecry_timeForNext = theGame.GetEngineTimeAsSeconds() + RandRangeF( battlecry_delayMax, battlecry_delayMin );
}
}
public final function OnWeatherChanged()
{
if( IsInInterior()
|| GetCurrentStateName() != 'Exploration'
|| theGame.IsDialogOrCutscenePlaying()
|| IsInNonGameplayCutscene()
|| IsInGameplayScene()
|| theGame.IsCurrentlyPlayingNonGameplayScene()
|| theGame.IsFading()
|| theGame.IsBlackscreen()
|| GetTimeSinceSpawned() < 60 )
{
return;
}
AddTimer( 'CommentOnWeather', 1 );
}
public final timer function CommentOnWeather( _Delta : float, _Id : int )
{
var l_weather : name;
var l_currentArea : EAreaName;
var l_rand : float;
l_weather = GetWeatherConditionName();
l_currentArea = theGame.GetCommonMapManager().GetCurrentArea();
switch ( l_weather )
{
case 'WT_Clear':
l_rand = RandF();
if( l_rand > 0.66f && !AreaIsCold() && theGame.envMgr.IsDay() )
{
thePlayer.PlayVoiceset( 90, 'WeatherHot' );
}
else if ( l_rand > 0.33f )
{
thePlayer.PlayVoiceset( 90, 'WeatherClearingUp' );
}
break;
case 'WT_Rain_Storm':
thePlayer.PlayVoiceset( 90, 'WeatherStormy' );
break;
case 'WT_Light_Clouds':
if( previousRainStrength < GetRainStrength() )
{
thePlayer.PlayVoiceset( 90, 'WeatherLooksLikeRain' );
}
else if( AreaIsCold() && previousWeather == 'WT_Clear' )
{
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
}
break;
case 'WT_Mid_Clouds':
if( previousRainStrength < GetRainStrength() )
{
thePlayer.PlayVoiceset( 90, 'WeatherRaining' );
}
else if( AreaIsCold() && previousWeather == 'WT_Clear' )
{
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
}
break;
case 'WT_Mid_Clouds_Dark':
if( previousWeather != 'WT_Heavy_Clouds' && previousWeather != 'WT_Heavy_Clouds_Dark' )
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
break;
case 'WT_Heavy_Clouds':
if( previousWeather != 'WT_Mid_Clouds_Dark' && previousWeather != 'WT_Heavy_Clouds_Dark' )
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
break;
case 'WT_Heavy_Clouds_Dark':
if( thePlayer.IsOnBoat() )
{
thePlayer.PlayVoiceset( 90, 'WeatherSeaWillStorm' );
}
else if( previousRainStrength < GetRainStrength() )
{
thePlayer.PlayVoiceset( 90, 'WeatherLooksLikeRain' );
}
else
{
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
}
break;
case 'WT_Snow':
if( RandF() > 0.5f )
thePlayer.PlayVoiceset( 90, 'WeatherSnowy' );
else
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
break;
}
previousRainStrength = GetRainStrength();
previousWeather = l_weather;
}
function CanUpdateMovement() : bool
{
if ( rangedWeapon
&& GetBehaviorVariable( 'fullBodyAnimWeight' ) >= 1.f
&& rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
return false;
return true;
}
public function SetDefaultLocomotionController()
{
if( !defaultLocomotionController )
{
defaultLocomotionController = new CR4LocomotionPlayerControllerScript in this;
}
ActionDirectControl( defaultLocomotionController );
}
event OnPlayerTickTimer( deltaTime : float )
{
var focusModeController : CFocusModeController;
var cnt : int;
super.OnPlayerTickTimer( deltaTime );
HandleMovement( deltaTime );
if ( playerAiming.GetCurrentStateName() == 'Aiming' )
{
FindTarget();
FindNonActorTarget( false );
UpdateDisplayTarget();
UpdateLookAtTarget();
}
else
{
if( playerTickTimerPhase == 0 )
{
FindTarget();
}
else if( playerTickTimerPhase == 1 )
{
FindNonActorTarget( false );
}
else if ( playerTickTimerPhase == 2 )
{
UpdateDisplayTarget();
UpdateLookAtTarget();
}
}
playerTickTimerPhase = ( playerTickTimerPhase + 1 ) % 3;
focusModeController = theGame.GetFocusModeController();
focusModeController.UpdateFocusInteractions( deltaTime );
cnt = (int)( effectManager.GetCriticalBuffsCount() > 0 );
SetBehaviorVariable('hasCriticalBuff', cnt);
}
event OnDeath( damageAction : W3DamageAction )
{
super.OnDeath( damageAction );
RemoveTimer('RequestCriticalAnimStart');
EnableFindTarget( false );
BlockAllActions('Death', true);
EnableHardLock( false );
theGame.CreateNoSaveLock( 'player_death', deathNoSaveLock, false, false );
theGame.SetDeathSaveLockId( deathNoSaveLock );
ClearHostileEnemiesList();
RemoveReactions();
SetPlayerCombatTarget(NULL);
OnEnableAimingMode( false );
theGame.EnableFreeCamera( false );
}
function OnRevived()
{
super.OnRevived();
BlockAllActions('Death', false);
theGame.ReleaseNoSaveLock(deathNoSaveLock);
this.RestartReactionsIfNeeded();
}
public function CanStartTalk() : bool
{
if ( beingWarnedBy.Size() > 0 )
return false;
return super.CanStartTalk();
}
public function AddCounterTimeStamp(time : EngineTime) {counterTimestamps.PushBack(time);}
public function CheckCounterSpamming(attacker : CActor) : bool
{
var counterWindowStartTime : EngineTime;
var i, spamCounter : int;
var reflexAction : bool;
var testEngineTime : EngineTime;
if(!attacker)
return false;
counterWindowStartTime = ((CNewNPC)attacker).GetCounterWindowStartTime();
spamCounter = 0;
reflexAction = false;
if ( counterWindowStartTime == testEngineTime )
{
return false;
}
for(i = counterTimestamps.Size() - 1; i>=0; i-=1)
{
if(counterTimestamps[i] >= (counterWindowStartTime - EngineTimeFromFloat(0.4)) )
{
spamCounter += 1;
}
else
{
counterTimestamps.Remove(counterTimestamps[i]);
continue;
}
if(!reflexAction && (counterTimestamps[i] >= counterWindowStartTime))
reflexAction = true;
}
if(spamCounter == 1 && reflexAction)
return true;
return false;
}
protected function PerformCounterCheck(parryInfo: SParryInfo) : bool
{
var mult : float;
var parryType : EParryType;
var validCounter, useKnockdown : bool;
var slideDistance, duration : float;
var playerToTargetRot : EulerAngles;
var zDifference, mutation8TriggerHP : float;
var effectType : EEffectType;
var repelType : EPlayerRepelType = PRT_Random;
var params : SCustomEffectParams;
var thisPos, attackerPos : Vector;
var fistFightCheck, isMutation8 : bool;
var fistFightCounter : bool;
var attackerInventory : CInventoryComponent;
var weaponId : SItemUniqueId;
var weaponTags : array<name>;
var playerToAttackerVector : Vector;
var tracePosStart : Vector;
var tracePosEnd : Vector;
var hitPos : Vector;
var hitNormal : Vector;
var min, max : SAbilityAttributeValue;
var npc : CNewNPC;
if(ShouldProcessTutorial('TutorialDodge') || ShouldProcessTutorial('TutorialCounter'))
{
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
FactsRemove("tut_fight_slomo_ON");
}
if ( !parryInfo.canBeParried || parryInfo.attacker.HasAbility( 'CannotBeCountered' ) )
return false;
fistFightCheck = FistFightCheck( parryInfo.target, parryInfo.attacker, fistFightCounter );
if( ParryCounterCheck() && parryInfo.targetToAttackerAngleAbs < theGame.params.PARRY_HALF_ANGLE && fistFightCheck )
{
validCounter = CheckCounterSpamming(parryInfo.attacker);
if(validCounter)
{
if ( IsInCombatActionFriendly() )
RaiseEvent('CombatActionFriendlyEnd');
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
SetBehaviorVariable( 'counter', (float)validCounter);
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
SetBehaviorVariable( 'counter', (float)validCounter);
this.SetBehaviorVariable( 'combatActionType', (int)CAT_Parry );
if ( !fistFightCounter )
{
attackerInventory = parryInfo.attacker.GetInventory();
weaponId = attackerInventory.GetItemFromSlot('r_weapon');
attackerInventory.GetItemTags( weaponId , weaponTags );
if( GetWitcherPlayer().IsMutationActive( EPMT_Mutation8 ) )
{
isMutation8 = true;
theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Mutation8', 'hp_perc_trigger', min, max );
mutation8TriggerHP = min.valueMultiplicative;
}
npc = (CNewNPC)parryInfo.attacker;
if ( parryInfo.attacker.HasAbility('mon_gravehag') )
{
repelType = PRT_Slash;
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, 'ReflexParryPerformed');
}
else if ( npc && !npc.IsHuman() && !npc.HasTag( 'dettlaff_vampire' ) )
{
repelType = PRT_SideStepSlash;
}
else if ( weaponTags.Contains('spear2h') )
{
repelType = PRT_SideStepSlash;
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
parryInfo.attacker.SignalGameplayEvent( 'SpearDestruction');
}
else if( isMutation8 && npc && !npc.IsImmuneToMutation8Finisher() )
{
repelType = PRT_RepelToFinisher;
npc.AddEffectDefault( EET_CounterStrikeHit, this, "ReflexParryPerformed" );
SetTarget( npc, true );
PerformFinisher( 0.f, 0 );
}
else
{
thisPos = this.GetWorldPosition();
attackerPos = parryInfo.attacker.GetWorldPosition();
playerToTargetRot = VecToRotation( thisPos - attackerPos );
zDifference = thisPos.Z - attackerPos.Z;
if ( playerToTargetRot.Pitch < -5.f && zDifference > 0.35 )
{
repelType = PRT_Kick;
ragdollTarget = parryInfo.attacker;
AddTimer( 'ApplyCounterRagdollTimer', 0.3 );
}
else
{
useKnockdown = false;
if ( CanUseSkill(S_Sword_s11) )
{
if( GetSkillLevel(S_Sword_s11) > 1 && RandRangeF(3,0) < GetWitcherPlayer().GetStat(BCS_Focus) )
{
duration = CalculateAttributeValue(GetSkillAttributeValue(S_Sword_s11, 'duration', false, true));
useKnockdown = true;
}
}
else if ( parryInfo.attacker.IsHuman() )
{
tracePosStart = parryInfo.attacker.GetWorldPosition();
tracePosStart.Z += 1.f;
playerToAttackerVector = VecNormalize( parryInfo.attacker.GetWorldPosition() - parryInfo.target.GetWorldPosition() );
tracePosEnd = ( playerToAttackerVector * 0.75f ) + ( playerToAttackerVector * parryInfo.attacker.GetRadius() ) + parryInfo.attacker.GetWorldPosition();
tracePosEnd.Z += 1.f;
if ( !theGame.GetWorld().StaticTrace( tracePosStart, tracePosEnd, hitPos, hitNormal, counterCollisionGroupNames ) )
{
tracePosStart = tracePosEnd;
tracePosEnd -= 3.f;
if ( !theGame.GetWorld().StaticTrace( tracePosStart, tracePosEnd, hitPos, hitNormal, counterCollisionGroupNames ) )
useKnockdown = true;
}
}
if(useKnockdown && (!parryInfo.attacker.IsImmuneToBuff(EET_HeavyKnockdown) || !parryInfo.attacker.IsImmuneToBuff(EET_Knockdown)))
{
if(!parryInfo.attacker.IsImmuneToBuff(EET_HeavyKnockdown))
{
params.effectType = EET_HeavyKnockdown;
}
else
{
params.effectType = EET_Knockdown;
}
repelType = PRT_Kick;
params.creator = this;
params.sourceName = "ReflexParryPerformed";
params.duration = duration;
parryInfo.attacker.AddEffectCustom(params);
}
else
{
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
}
}
}
parryInfo.attacker.GetInventory().PlayItemEffect(parryInfo.attackerWeaponId, 'counterattack');
if ( repelType == PRT_Random )
if ( RandRange(100) > 50 )
repelType = PRT_Bash;
else
repelType = PRT_Kick;
this.SetBehaviorVariable( 'repelType', (int)repelType );
parryInfo.attacker.SetBehaviorVariable( 'repelType', (int)repelType );
}
else
{
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
}
SetParryTarget ( parryInfo.attacker );
SetSlideTarget( parryInfo.attacker );
if ( !IsActorLockedToTarget() )
SetMoveTarget( parryInfo.attacker );
if ( RaiseForceEvent( 'PerformCounter' ) )
OnCombatActionStart();
SetCustomRotation( 'Counter', VecHeading( parryInfo.attacker.GetWorldPosition() - this.GetWorldPosition() ), 0.0f, 0.2f, false );
AddTimer( 'UpdateCounterRotation', 0.4f, true );
AddTimer( 'SetCounterRotation', 0.2f );
IncreaseUninterruptedHitsCount();
if(IsHeavyAttack(parryInfo.attackActionName))
mult = theGame.params.HEAVY_STRIKE_COST_MULTIPLIER;
DrainStamina(ESAT_Counterattack, 0, 0, '', 0, mult);
theGame.GetGamerProfile().IncStat(ES_CounterattackChain);
}
else
{
ResetUninterruptedHitsCount();
}
return validCounter;
}
return false;
}
timer function UpdateCounterRotation( dt : float, id : int )
{
UpdateCustomRotationHeading( 'Counter', VecHeading( parryTarget.GetWorldPosition() - this.GetWorldPosition() ) );
}
timer function SetCounterRotation( dt : float, id : int )
{
SetCustomRotation( 'Counter', VecHeading( parryTarget.GetWorldPosition() - this.GetWorldPosition() ), 360.f, 0.2f, false );
}
private var parryTarget : CActor;
private function SetParryTarget( t : CActor )
{
parryTarget = t;
}
private var ragdollTarget : CActor;
timer function ApplyCounterRagdollTimer( time : float , id : int)
{
var actor : CActor;
actor = (CActor)ragdollTarget;
if(actor)
{
actor.AddEffectDefault(EET_HeavyKnockdown, this, 'ReflexParryPerformed');
}
}
public function EnableMode( mode : EPlayerMode, enable : bool )
{
playerMode.EnableMode( mode, enable );
}
public function GetPlayerMode() : W3PlayerMode
{
return playerMode;
}
private function GetClosestIncomingAttacker() : CActor
{
var i, size : int;
var attackerToPlayerDistances : array< float >;
var closestAttackerIndex : int;
var incomingAttackers : array<CActor>;
if(playerMode && playerMode.combatDataComponent)
{
if ( incomingAttackers.Size() <= 0 )
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Charge' );
if ( incomingAttackers.Size() <= 0 )
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Melee' );
if ( incomingAttackers.Size() <= 0 )
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Range' );
}
size = incomingAttackers.Size();
attackerToPlayerDistances.Resize( size );
if ( size > 0 )
{
for ( i = incomingAttackers.Size()-1; i >= 0; i -= 1)
{
if ( !IsEnemyVisible( incomingAttackers[i] ) )
{
incomingAttackers.EraseFast( i );
}
}
}
if ( size > 0 )
{
for ( i = 0; i < size; i += 1 )
{
attackerToPlayerDistances[i] = VecDistance( incomingAttackers[i].GetWorldPosition(), this.GetWorldPosition() );
}
closestAttackerIndex = ArrayFindMinF( attackerToPlayerDistances );
return incomingAttackers[ closestAttackerIndex ];
}
else
{
return NULL;
}
}
timer function CombatCheck( time : float , id : int)
{
var i : int;
var strLevel, temp : string;
var enemies : array<CActor>;
UpdateFinishableEnemyList();
FindMoveTarget();
playerMode.UpdateCombatMode();
if( GetPlayerCombatStance() == PCS_Guarded )
{
if( GetTarget().GetHealthPercents() > 0.25f )
{
PlayBattleCry( 'BattleCryTaunt', 0.2f );
}
else
{
if( GetTarget().IsHuman() )
PlayBattleCry( 'BattleCryHumansEnd', 0.3f );
else
PlayBattleCry( 'BattleCryMonstersEnd', 0.3f );
}
}
if(IsThreatened() && ShouldProcessTutorial('TutorialMonsterThreatLevels') && FactsQuerySum("q001_nightmare_ended") > 0)
{
GetEnemiesInRange(enemies);
for(i=0; i<enemies.Size(); i+=1)
{
strLevel = ((CNewNPC)enemies[i]).GetExperienceDifferenceLevelName(temp);
if(strLevel == "deadlyLevel" || strLevel == "highLevel")
{
FactsAdd("tut_high_threat_monster");
break;
}
}
}
}
public function ReceivedDamageInCombat() : bool
{
return receivedDamageInCombat;
}
event OnCombatStart()
{
var weaponType : EPlayerWeapon;
theGame.CreateNoSaveLock( 'combat', noSaveLock );
theGame.GameplayFactsAdd( "in_combat" );
FactsRemove("statistics_cerberus_sign");
FactsRemove("statistics_cerberus_petard");
FactsRemove("statistics_cerberus_bolt");
FactsRemove("statistics_cerberus_fists");
FactsRemove("statistics_cerberus_melee");
FactsRemove("statistics_cerberus_environment");
BlockAction(EIAB_OpenMeditation, 'InCombat');
BlockAction(EIAB_HighlightObjective, 'InCombat');
if ( !this.IsUsingBoat() && GetTarget().GetAttitude(this) == AIA_Hostile )
{
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
if ( weaponType == PW_Steel || weaponType == PW_Silver )
this.OnEquipMeleeWeapon( weaponType, false );
}
}
event OnCombatFinished()
{
var cnt : int;
reevaluateCurrentWeapon = false;
thePlayer.HardLockToTarget( false );
receivedDamageInCombat = false;
theGame.GameplayFactsRemove( "in_combat" );
cnt = 0;
if(FactsQuerySum("statistics_cerberus_sign") > 0)
cnt += 1;
if(FactsQuerySum("statistics_cerberus_petard") > 0)
cnt += 1;
if(FactsQuerySum("statistics_cerberus_bolt") > 0)
cnt += 1;
if(FactsQuerySum("statistics_cerberus_fists") > 0)
cnt += 1;
if(FactsQuerySum("statistics_cerberus_melee") > 0)
cnt += 1;
if(FactsQuerySum("statistics_cerberus_environment") > 0)
cnt += 1;
FactsRemove("statistics_cerberus_sign");
FactsRemove("statistics_cerberus_petard");
FactsRemove("statistics_cerberus_bolt");
FactsRemove("statistics_cerberus_fists");
FactsRemove("statistics_cerberus_melee");
FactsRemove("statistics_cerberus_environment");
if(cnt >= 3)
theGame.GetGamerProfile().AddAchievement(EA_Cerberus);
if(theGame.GetTutorialSystem() && FactsQuerySum("TutorialShowSilver") > 0)
{
FactsAdd("tut_show_silver_sword", 1);
FactsRemove("TutorialShowSilver");
}
this.SetBehaviorVariable('isInCombatForOverlay',0.f);
GoToExplorationIfNeeded();
theGame.ReleaseNoSaveLock( noSaveLock );
LogChannel( 'OnCombatFinished', "OnCombatFinished: ReleaseNoSaveLock" );
SetFailedFundamentalsFirstAchievementCondition(false);
UnblockAction(EIAB_OpenMeditation, 'InCombat');
UnblockAction(EIAB_HighlightObjective, 'InCombat');
}
event OnReactToBeingHit( damageAction : W3DamageAction )
{
var weaponType : EPlayerWeapon;
super.OnReactToBeingHit(damageAction);
IncHitCounter();
if ( IsInCombat() && damageAction.attacker && damageAction.attacker == GetTarget() && !( this.IsUsingVehicle() && this.IsOnBoat() ) )
{
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
if ( weaponType != PW_Fists && weaponType != PW_None && weaponType != this.GetCurrentMeleeWeaponType() )
OnEquipMeleeWeapon( weaponType, false );
}
}
public function ReceivedCombatDamage()
{
receivedDamageInCombat = true;
}
timer function UninterruptedHitsResetOnIdle(dt : float, id : int)
{
ResetUninterruptedHitsCount();
}
public function ResetUninterruptedHitsCount()
{
uninterruptedHitsCount = 0;
LogUnitAtt("Uninterrupted attacks reset!!!!");
}
public function IncreaseUninterruptedHitsCount()
{
uninterruptedHitsCount += 1;
LogUnitAtt("Uninterrupted attacks count increased to " + uninterruptedHitsCount);
if(uninterruptedHitsCount == 4)
AddTimer('StartUninterruptedBlurr', 1, false);
AddTimer('UninterruptedHitsResetOnIdle', 4.f, false);
}
timer function StartUninterruptedBlurr(dt : float, id : int)
{
var changed : bool;
var movingAgent : CMovingPhysicalAgentComponent;
var target : CActor;
if(uninterruptedHitsCount < 4)
{
LogUnitAtt("Stopping camera effect");
thePlayer.StopEffect(uninterruptedHitsCurrentCameraEffect);
uninterruptedHitsCurrentCameraEffect = '';
uninterruptedHitsCameraStarted = false;
RemoveTimer('StartUninterruptedBlurr');
}
else
{
target = GetTarget();
if( target )
{
movingAgent = ( (CMovingPhysicalAgentComponent) (target.GetMovingAgentComponent()) );
}
if(!uninterruptedHitsCameraStarted)
{
LogUnitAtt("Starting camera effect");
AddTimer('StartUninterruptedBlurr', 0.001, true);
if(movingAgent && movingAgent.GetCapsuleHeight() > 2)
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY;
else
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY;
thePlayer.PlayEffect(uninterruptedHitsCurrentCameraEffect);
uninterruptedHitsCameraStarted = true;
}
else
{
changed = false;
if(movingAgent && movingAgent.GetCapsuleHeight() > 2 && uninterruptedHitsCurrentCameraEffect != theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY)
changed = true;
else if(!movingAgent || ( movingAgent.GetCapsuleHeight() <= 2 && uninterruptedHitsCurrentCameraEffect != theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY) )
changed = true;
if(changed)
{
thePlayer.StopEffect(uninterruptedHitsCurrentCameraEffect);
if(uninterruptedHitsCurrentCameraEffect == theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY)
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY;
else
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY;
thePlayer.PlayEffect(uninterruptedHitsCurrentCameraEffect);
}
}
}
}
private var playerActionEventListeners : array<CGameplayEntity>;
private var playerActionEventBlockingListeners : array<CGameplayEntity>;
private function PlayerActionBlockGameplayActions( sourceName : name, lock : bool, isFromPlace : bool )
{
if ( lock )
{
thePlayer.BlockAction( EIAB_Signs, sourceName, false, false, isFromPlace );
thePlayer.BlockAction( EIAB_DrawWeapon, sourceName, false, false, isFromPlace );
thePlayer.BlockAction( EIAB_CallHorse, sourceName, false, false, isFromPlace );
thePlayer.BlockAction( EIAB_FastTravel, sourceName, false, false, isFromPlace );
thePlayer.BlockAction( EIAB_Fists, sourceName, false, false, isFromPlace );
thePlayer.BlockAction( EIAB_InteractionAction, sourceName, false, false, isFromPlace );
thePlayer.DisableCombatState();
}
else
{
thePlayer.UnblockAction( EIAB_Signs, sourceName );
thePlayer.UnblockAction( EIAB_DrawWeapon, sourceName );
thePlayer.UnblockAction( EIAB_CallHorse, sourceName );
thePlayer.UnblockAction( EIAB_FastTravel, sourceName );
thePlayer.UnblockAction( EIAB_Fists, sourceName );
thePlayer.UnblockAction( EIAB_InteractionAction, sourceName );
}
}
public function GetPlayerActionEventListeners() : array<CGameplayEntity>
{
return playerActionEventListeners;
}
public function RegisterForPlayerAction( listener : CGameplayEntity, isLockedByPlace : bool )
{
if ( !playerActionEventListeners.Contains( listener ) )
{
playerActionEventListeners.PushBack( listener );
}
if ( listener.ShouldBlockGameplayActionsOnInteraction() )
{
if ( !playerActionEventBlockingListeners.Contains( listener ) )
{
playerActionEventBlockingListeners.PushBack( listener );
}
if ( playerActionEventBlockingListeners.Size() == 1 )
{
PlayerActionBlockGameplayActions( 'PlayerAction', true, isLockedByPlace );
}
}
}
public function UnregisterForPlayerAction( listener : CGameplayEntity, isLockedByPlace : bool )
{
playerActionEventListeners.Remove( listener );
playerActionEventBlockingListeners.Remove( listener );
if ( playerActionEventBlockingListeners.Size() == 0 )
{
PlayerActionBlockGameplayActions( 'PlayerAction', false, isLockedByPlace );
}
}
event OnPlayerActionStart()
{
thePlayer.SetBehaviorVariable( 'inJumpState', 1.f );
}
event OnPlayerActionEnd()
{
var i : int;
for ( i = playerActionEventListeners.Size() - 1; i >= 0; i-=1 )
{
playerActionEventListeners[i].OnPlayerActionEnd();
}
currentCustomAction = PEA_None;
thePlayer.SetBehaviorVariable( 'inJumpState', 0.f );
}
event OnPlayerActionStartFinished()
{
var i : int;
for ( i = playerActionEventListeners.Size() - 1; i >= 0; i-=1 )
{
playerActionEventListeners[i].OnPlayerActionStartFinished();
}
}
function PlayerStartAction( playerAction : EPlayerExplorationAction, optional animName : name ) : bool
{
if ( playerAction == PEA_SlotAnimation && !IsNameValid(animName) )
{
return false;
}
SetBehaviorVariable( 'playerStopAction', 0.0);
SetBehaviorVariable( 'playerExplorationAction', (float)(int)playerAction);
if ( RaiseForceEvent('playerActionStart') )
{
currentCustomAction = playerAction;
if ( playerAction == PEA_SlotAnimation )
{
playerActionSlotAnimName = animName;
AddTimer('PlayActionAnimWorkaround',0,false);
}
return true;
}
return false;
}
private var playerActionSlotAnimName : name;
timer function PlayActionAnimWorkaround( dt : float , id : int)
{
this.ActionPlaySlotAnimationAsync('PLAYER_ACTION_SLOT',playerActionSlotAnimName, 0.2, 0.2, true);
}
function PlayerStopAction( playerAction : EPlayerExplorationAction )
{
SetBehaviorVariable( 'playerExplorationAction', (float)(int)playerAction);
SetBehaviorVariable( 'playerStopAction', 1.0);
currentCustomAction = PEA_None;
}
function GetPlayerAction() : EPlayerExplorationAction
{
return currentCustomAction;
}
function MedallionPing()
{
var currTime : float = theGame.GetEngineTimeAsSeconds();
if ( lastMedallionEffect < currTime )
{
lastMedallionEffect = theGame.GetEngineTimeAsSeconds() + medallion.effectDuration;
medallion.TriggerMedallionFX();
}
}
public function CanPerformPlayerAction(optional alsoOutsideExplorationState : bool) : bool
{
if(!alsoOutsideExplorationState && GetCurrentStateName() != 'Exploration')
return false;
if( isInAir || (substateManager && !substateManager.CanInteract()) || IsInCombatAction() || GetCriticalBuffsCount() > 0)
return false;
return true;
}
event OnItemGiven(data : SItemChangedData)
{
var keyName : name;
var i : int;
var hud : CR4ScriptedHud;
var message : string;
var inve : CInventoryComponent;
if(data.informGui)
{
hud = (CR4ScriptedHud)theGame.GetHud();
if(hud)
{
message = GetLocStringByKeyExt("panel_common_item_received") + ": " + GetLocStringByKeyExt(inv.GetItemLocalizedNameByUniqueID(data.ids[0]));
if(data.quantity > 1)
message += " x" + data.quantity;
hud.HudConsoleMsg(message);
}
}
inve = GetInventory();
if(inve.ItemHasTag(data.ids[0], 'key'))
{
keyName = inve.GetItemName(data.ids[0]);
for(i=nearbyLockedContainersNoKey.Size()-1; i>=0; i-=1)
{
if(nearbyLockedContainersNoKey[i].GetKeyName() == keyName && nearbyLockedContainersNoKey[i].IsEnabled())
{
nearbyLockedContainersNoKey[i].UpdateComponents("Unlock");
nearbyLockedContainersNoKey.Remove(nearbyLockedContainersNoKey[i]);
}
}
}
if(inve.IsItemAlchemyItem(data.ids[0]))
{
UpgradeAlchemyItem(data.ids[0], CanUseSkill(S_Perk_08));
}
if(inve.ItemHasTag(data.ids[0], theGame.params.TAG_OFIR_SET))
CheckOfirSetAchievement();
}
private final function CheckOfirSetAchievement()
{
var hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders : bool;
CheckOfirItems(GetInventory(), hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders);
CheckOfirItems(GetWitcherPlayer().GetHorseManager().GetInventoryComponent(), hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders);
if(hasArmor && hasBoots && hasGloves && hasPants && hasSword && hasSaddle && hasBag && hasBlinders)
theGame.GetGamerProfile().AddAchievement(EA_LatestFashion);
}
private final function CheckOfirItems(inv : CInventoryComponent, out hasArmor : bool, out hasBoots : bool, out hasGloves : bool, out hasPants : bool, out hasSword : bool, out hasSaddle : bool, out hasBag : bool, out hasBlinders : bool)
{
var ofirs : array<SItemUniqueId>;
var i : int;
ofirs = inv.GetItemsByTag(theGame.params.TAG_OFIR_SET);
for(i=0; i<ofirs.Size(); i+=1)
{
if(inv.IsItemChestArmor(ofirs[i]))
{
hasArmor = true;
continue;
}
else if(inv.IsItemBoots(ofirs[i]))
{
hasBoots = true;
continue;
}
else if(inv.IsItemGloves(ofirs[i]))
{
hasGloves = true;
continue;
}
else if(inv.IsItemPants(ofirs[i]))
{
hasPants = true;
continue;
}
else if(inv.IsItemSteelSwordUsableByPlayer(ofirs[i]))
{
hasSword = true;
continue;
}
else if(inv.IsItemSilverSwordUsableByPlayer(ofirs[i]))
{
hasSword = true;
continue;
}
else if(inv.IsItemSaddle(ofirs[i]))
{
hasSaddle = true;
continue;
}
else if(inv.IsItemHorseBag(ofirs[i]))
{
hasBag = true;
continue;
}
else if(inv.IsItemBlinders(ofirs[i]))
{
hasBlinders = true;
continue;
}
}
}
public function ChangeAlchemyItemsAbilities(upgrade : bool)
{
var i : int;
var dm : CDefinitionsManagerAccessor;
var items : array<SItemUniqueId>;
inv.GetAllItems(items);
dm = theGame.GetDefinitionsManager();
for(i=0; i<items.Size(); i+=1)
if(inv.IsItemAlchemyItem(items[i]))
UpgradeAlchemyItem(items[i], upgrade);
}
public function UpgradeAlchemyItem(itemID : SItemUniqueId, upgrade : bool)
{
var j, currLevel, otherLevel : int;
var dm : CDefinitionsManagerAccessor;
var abs, currAbilities, otherAbilities : array<name>;
var min, max : SAbilityAttributeValue;
if(!inv.IsItemAlchemyItem(itemID))
return;
currLevel = (int)CalculateAttributeValue(inv.GetItemAttributeValue(itemID, 'level'));
if(currLevel == 3 || currLevel == 2 || currLevel < 2 || currLevel > 3)
return;
currAbilities = inv.GetItemAbilitiesWithAttribute(itemID, 'level', currLevel);
inv.GetItemContainedAbilities(itemID, abs);
dm = theGame.GetDefinitionsManager();
for(j=0; j<abs.Size(); j+=1)
{
dm.GetAbilityAttributeValue(abs[j], 'level', min, max);
otherLevel = (int)CalculateAttributeValue(GetAttributeRandomizedValue(min, max));
if( (otherLevel == 2 || otherLevel == 3) && otherLevel != currLevel)
otherAbilities.PushBack(abs[j]);
}
if(otherAbilities.Size() == 0)
{
LogAssert(false, "CR4Player.UpgradeAlchemyItem: cannot find ability to swap to from <<" + currAbilities[0] + ">> on item <<" + inv.GetItemName(itemID) + ">> !!!");
}
else
{
for(j=0; j<currAbilities.Size(); j+=1)
inv.RemoveItemBaseAbility(itemID, currAbilities[j]);
for(j=0; j<otherAbilities.Size(); j+=1)
inv.AddItemBaseAbility(itemID, otherAbilities[j]);
}
}
public function MovAdjRotateToTarget( ticket : SMovementAdjustmentRequestTicket )
{
var movementAdjustor : CMovementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
var localOrientationTarget : EOrientationTarget = GetOrientationTarget();
if ( localOrientationTarget == OT_CustomHeading )
{
movementAdjustor.RotateTo( ticket, GetOrientationTargetCustomHeading() );
}
else if ( localOrientationTarget == OT_Actor )
{
if ( slideTarget )
movementAdjustor.RotateTowards( ticket, slideTarget );
else if ( lAxisReleasedAfterCounter )
movementAdjustor.RotateTo( ticket, GetHeading() );
else
movementAdjustor.RotateTo( ticket, GetCombatActionHeading() );
}
else if ( localOrientationTarget == OT_Player )
{
if ( bLAxisReleased )
movementAdjustor.RotateTo( ticket, GetHeading() );
else
movementAdjustor.RotateTo( ticket, rawPlayerHeading );
}
else if ( localOrientationTarget == OT_CameraOffset )
{
movementAdjustor.RotateTo( ticket, VecHeading( theCamera.GetCameraDirection() ) );
}
else
{
movementAdjustor.RotateTo( ticket, rawCameraHeading );
}
}
public function UpdateLookAtTarget()
{
var localOrientationTarget : EOrientationTarget;
var playerRot : EulerAngles;
var lookAtActive : Float;
var lookAtTarget : Vector;
var headBoneIdx : int;
var tempComponent : CDrawableComponent;
var entityHeight : float;
var useTorsoBone : bool;
var angles : EulerAngles;
var dir : Vector;
var camZ : float;
var target : CActor;
lookAtActive = 0.0f;
localOrientationTarget = GetOrientationTarget();
if ( localOrientationTarget == OT_Player || localOrientationTarget == OT_CustomHeading )
{
if ( localOrientationTarget == OT_Player )
angles = VecToRotation( GetHeadingVector() );
else if ( customOrientationInfoStack.Size() > 0 )
angles = VecToRotation( VecFromHeading( customOrientationInfoStack[ customOrientationInfoStack.Size() - 1 ].customHeading ) );
else
angles = VecToRotation( GetHeadingVector() );
dir = RotForward( angles );
lookAtTarget = dir * 30.f + this.GetWorldPosition();
lookAtTarget.Z += 1.6f;
lookAtActive = 1.0f;
}
else if ( localOrientationTarget == OT_Camera )
{
headBoneIdx = GetHeadBoneIndex();
if ( headBoneIdx >= 0 )
{
lookAtTarget = MatrixGetTranslation( GetBoneWorldMatrixByIndex( headBoneIdx ) );
}
else
{
lookAtTarget = GetWorldPosition();
lookAtTarget.Z += 1.6f;
}
lookAtTarget += theCamera.GetCameraDirection() * 100.f;
lookAtActive = 1.0f;
}
else if ( localOrientationTarget == OT_CameraOffset )
{
dir = theCamera.GetCameraDirection();
angles = VecToRotation( dir );
angles.Pitch = -angles.Pitch + oTCameraPitchOffset;
angles.Yaw -= oTCameraOffset;
dir = RotForward( angles );
lookAtTarget = dir * 30.f + this.GetWorldPosition();
lookAtTarget.Z += 1.6f;
lookAtActive = 1.0f;
}
else if ( localOrientationTarget == OT_Actor )
{
if ( IsInCombatAction() )
{
if ( ( ( ( W3PlayerWitcher )this ).GetCurrentlyCastSign() != ST_None && GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign )
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_ItemThrow )
useTorsoBone = true;
}
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
useTorsoBone = true;
if ( tempLookAtTarget && (CActor)(tempLookAtTarget) )
{
lookAtTarget = ProcessLookAtTargetPosition( tempLookAtTarget, useTorsoBone );
lookAtActive = 1.0f;
}
if ( GetDisplayTarget() && IsDisplayTargetTargetable() )
{
lookAtTarget = ProcessLookAtTargetPosition( GetDisplayTarget(), useTorsoBone );
lookAtActive = 1.0f;
}
else
{
if ( slideTarget )
{
lookAtTarget = ProcessLookAtTargetPosition( slideTarget, useTorsoBone );
}
else
{
target = GetTarget();
if ( target )
{
lookAtTarget = ProcessLookAtTargetPosition( target, useTorsoBone );
}
}
lookAtActive = 1.0f;
}
if ( !slideTarget && !IsUsingVehicle() )
{
playerRot = GetWorldRotation();
lookAtTarget = GetWorldPosition() + VecFromHeading( playerRot.Yaw ) * 100.0f;
lookAtActive = 0.0f;
}
if ( useTorsoBone )
lookAtTarget.Z += 0.2f;
}
GetVisualDebug().AddSphere('lookAtTarget', 1.f, lookAtTarget, true, Color(255,0,0), 3.0f );
SetLookAtPosition( lookAtTarget );
UpdateLookAtVariables( lookAtActive, lookAtTarget );
}
private function ProcessLookAtTargetPosition( ent : CGameplayEntity, useTorsoBone : bool ) : Vector
{
var boneIdx : int;
var actor : CActor;
var lookAtTarget : Vector;
var tempComponent : CDrawableComponent;
var box : Box;
var entityHeight : float;
var entityPos : Vector;
var predictedPos : Vector;
var z : float;
var entMat : Matrix;
actor = (CActor)(ent);
entityPos = ent.GetWorldPosition();
lookAtTarget = entityPos;
if ( actor )
{
if ( useTorsoBone )
boneIdx = actor.GetTorsoBoneIndex();
else
boneIdx = actor.GetHeadBoneIndex();
}
else
boneIdx = -1;
if ( !( ent.aimVector.X == 0 && ent.aimVector.Y == 0 && ent.aimVector.Z == 0 ) )
{
entMat = ent.GetLocalToWorld();
lookAtTarget = VecTransform( entMat, ent.aimVector );
}
else if ( boneIdx >= 0 )
{
lookAtTarget = MatrixGetTranslation( ent.GetBoneWorldMatrixByIndex( boneIdx ) );
}
else
{
if ( actor )
lookAtTarget.Z += ( ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetCapsuleHeight() * 0.5 );
else
{
tempComponent = (CDrawableComponent)( ent.GetComponentByClassName('CDrawableComponent') );
if ( tempComponent.GetObjectBoundingVolume( box ) )
{
entityHeight = box.Max.Z - box.Min.Z;
lookAtTarget = lookAtTarget + Vector(0,0,entityHeight/2);
}
}
}
z = ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetCapsuleHeight();
if ( actor )
{
if ( PredictLookAtTargetPosition( actor, lookAtTarget.Z - entityPos.Z, predictedPos ) )
lookAtTarget = predictedPos;
}
return lookAtTarget;
}
private function PredictLookAtTargetPosition( targetActor : CActor, zOffSet : float, out predictedPos : Vector ) : bool
{
var virtualPos : Vector;
var i : int;
var dist : float;
var deltaTime : float;
var projSpeed : float;
var projSpeedInt : Vector;
var projAngle : float;
var e3Hack : bool;
var currentTimeInCurve : float;
e3Hack = false;
if ( rangedWeapon
&& rangedWeapon.GetDeployedEntity()
&& ( rangedWeapon.GetCurrentStateName() == 'State_WeaponAim' || rangedWeapon.GetCurrentStateName() == 'State_WeaponShoot' ) )
{
projSpeed = rangedWeapon.GetDeployedEntity().projSpeed;
virtualPos = targetActor.GetWorldPosition();
if ( e3Hack && targetActor.HasTag( 'e3_griffin' ) )
{
for ( i = 0; i < 10; i += 1 )
{
dist = VecDistance( rangedWeapon.GetDeployedEntity().GetWorldPosition(), virtualPos );
deltaTime = dist/projSpeed;
virtualPos = targetActor.PredictWorldPosition( deltaTime );
}
}
else
return false;
virtualPos.Z += zOffSet;
predictedPos = virtualPos;
GetVisualDebug().AddSphere('CrossbowPredictedPos', 1.0f, virtualPos , true, Color(255,50,50), 5.0f );
return true;
}
return false;
}
public function SetLookAtPosition( vec : Vector )
{
lookAtPosition = vec;
}
public function GetLookAtPosition() : Vector
{
return lookAtPosition;
}
event OnBlockingSceneEnded( optional output : CStorySceneOutput)
{
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
super.OnBlockingSceneEnded(output);
}
function GetCurrentMeleeWeaponName() : name
{
return weaponHolster.GetCurrentMeleeWeaponName();
}
public function GetCurrentMeleeWeaponType() : EPlayerWeapon
{
return weaponHolster.GetCurrentMeleeWeapon();
}
public function OnMeleeForceHolster(ignoreActionLock : bool)
{
weaponHolster.HolsterWeapon(ignoreActionLock, true);
}
event OnForcedHolsterWeapon()
{
weaponHolster.OnForcedHolsterWeapon();
}
event OnEquippedItem( category : name, slotName : name )
{
var weaponType : EPlayerWeapon;
if ( slotName == 'r_weapon' )
{
switch ( category )
{
case 'None' :
weaponType = PW_None;
break;
case 'fist' :
weaponType = PW_Fists;
break;
case 'steelsword' :
weaponType = PW_Steel;
break;
case 'silversword' :
weaponType = PW_Silver;
break;
default :
return true;
}
weaponHolster.OnEquippedMeleeWeapon( weaponType );
}
}
private var isHoldingDeadlySword : bool;
public function ProcessIsHoldingDeadlySword()
{
isHoldingDeadlySword = IsDeadlySwordHeld();
}
public function IsHoldingDeadlySword() : bool
{
return isHoldingDeadlySword;
}
event OnHolsteredItem( category : name, slotName : name )
{
var weaponType : EPlayerWeapon;
if ( slotName == 'r_weapon' && (category == 'steelsword' || category == 'silversword') )
{
if( category == 'silversword' )
{
ManageAerondightBuff( false );
}
GetBuff( EET_LynxSetBonus ).Pause( 'drawing weapon' );
PauseOilBuffs( category == 'steelsword' );
}
if ( slotName == 'r_weapon' )
{
weaponType = weaponHolster.GetCurrentMeleeWeapon();
switch ( category )
{
case 'fist' :
if ( weaponType == PW_Fists )
weaponHolster.OnEquippedMeleeWeapon( PW_None );
return true;
case 'steelsword' :
if ( weaponType == PW_Steel )
weaponHolster.OnEquippedMeleeWeapon( PW_None );
return true;
case 'silversword' :
if ( weaponType == PW_Silver )
weaponHolster.OnEquippedMeleeWeapon( PW_None );
return true;
default :
return true;
}
}
}
event OnEquipMeleeWeapon( weaponType : EPlayerWeapon, ignoreActionLock : bool, optional sheatheIfAlreadyEquipped : bool )
{
RemoveTimer( 'DelayedSheathSword' );
weaponHolster.OnEquipMeleeWeapon( weaponType, ignoreActionLock, sheatheIfAlreadyEquipped );
m_RefreshWeaponFXType = true;
}
event OnHolsterLeftHandItem()
{
weaponHolster.OnHolsterLeftHandItem();
}
timer function DelayedTryToReequipWeapon( dt: float, id : int )
{
var weaponType : EPlayerWeapon;
if( IsInCombat() && GetTarget() )
{
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
if ( weaponType == PW_Steel || weaponType == PW_Silver )
weaponHolster.OnEquipMeleeWeapon( weaponType, false );
}
}
timer function DelayedSheathSword( dt: float, id : int )
{
if ( !IsCombatMusicEnabled() )
{
if ( IsInCombatAction() || !IsActionAllowed( EIAB_DrawWeapon ) )
{
LogChannel( 'OnCombatFinished', "DelayedSheathSword: Sheath pushed to buffer" );
PushCombatActionOnBuffer(EBAT_Sheathe_Sword,BS_Pressed);
}
else
{
LogChannel( 'OnCombatFinished', "DelayedSheathSword: Sheath successful" );
OnEquipMeleeWeapon( PW_None, false );
}
}
}
protected function ShouldAutoSheathSwordInstantly() : bool
{
var enemies : array<CActor>;
var i : int;
GetEnemiesInRange( enemies );
for ( i = 0; i < enemies.Size(); i += 1 )
{
if ( IsThreat( enemies[i] ) &&
VecDistance( enemies[i].GetWorldPosition(), this.GetWorldPosition() ) <= findMoveTargetDist )
{
return false;
}
}
return true;
}
public function PrepareToAttack( optional target : CActor, optional action : EBufferActionType )
{
var weaponType : EPlayerWeapon;
if( IsInAir() || !GetBIsCombatActionAllowed() )
{
return ;
}
if( !target )
{
target = (CActor)displayTarget;
}
if( !target && IsCombatMusicEnabled() )
{
target = moveTarget;
}
if( !target )
{
if ( this.GetCurrentStateName() == 'Exploration' )
{
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
thePlayer.CanAttackWhenNotInCombat( action, false, target );
}
}
weaponHolster.TryToPrepareMeleeWeaponToAttack();
{
weaponType = GetCurrentMeleeWeaponType();
if ( weaponType == PW_None )
{
weaponType = GetMostConvenientMeleeWeapon( target );
}
if( !OnStateCanGoToCombat() )
{
return;
}
GoToCombat( weaponType );
}
}
public function DisplayCannotAttackMessage( actor : CActor ) : bool
{
if ( actor && ( actor.GetMovingAgentComponent().GetName() == "child_base" || ((CNewNPC)actor).GetNPCType() == ENGT_Quest ) )
{
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_cant_attack_this_target"));
return true;
}
return false;
}
public function GetMostConvenientMeleeWeapon( targetToDrawAgainst : CActor, optional ignoreActionLock : bool ) : EPlayerWeapon
{
return weaponHolster.GetMostConvenientMeleeWeapon( targetToDrawAgainst, ignoreActionLock );
}
private var reevaluateCurrentWeapon : bool;
event OnTargetWeaponDrawn()
{
var weaponType : EPlayerWeapon = this.GetCurrentMeleeWeaponType();
if ( weaponType == PW_Fists )
reevaluateCurrentWeapon = true;
}
public function GoToCombatIfNeeded( optional enemy : CActor ) : bool
{
var weaponType : EPlayerWeapon;
var target : CActor;
if( !enemy && IsInCombat() )
{
target = GetTarget();
if ( target )
enemy = target;
else
enemy = moveTarget;
}
if( !ShouldGoToCombat( enemy ) )
{
return false;
}
weaponType = this.GetCurrentMeleeWeaponType();
if ( weaponType == PW_None || ( reevaluateCurrentWeapon && weaponType == PW_Fists ) || ( !IsInCombat() && weaponHolster.IsOnTheMiddleOfHolstering() ) )
{
weaponType = weaponHolster.GetMostConvenientMeleeWeapon( enemy );
reevaluateCurrentWeapon = false;
}
GoToCombat( weaponType );
return true;
}
public function GoToCombatIfWanted( ) : bool
{
var weaponType : EPlayerWeapon;
var target : CActor;
var enemy : CActor;
if( !IsInCombat() )
{
return false;
}
target = GetTarget();
if ( target )
enemy = target;
else
enemy = moveTarget;
weaponType = this.GetCurrentMeleeWeaponType();
if ( weaponType == PW_None || ( !IsInCombat() && weaponHolster.IsOnTheMiddleOfHolstering() ) )
{
weaponType = weaponHolster.GetMostConvenientMeleeWeapon( enemy );
}
GoToCombat( weaponType );
return true;
}
public function GoToExplorationIfNeeded() : bool
{
if( ! IsInCombatState() )
{
return false;
}
if( !ShouldGoToExploration() )
{
return false;
}
weaponHolster.EndedCombat();
GotoState( 'Exploration' );
return true;
}
event OnStateCanGoToCombat()
{
return false;
}
event OnStateCanUpdateExplorationSubstates()
{
return false;
}
private function ShouldGoToCombat( optional enemy : CActor ) : bool
{
var currentStateName : name;
if( !OnStateCanGoToCombat() )
{
return false;
}
currentStateName = GetCurrentStateName();
if( currentStateName == 'AimThrow' )
{
return false;
}
if( currentStateName == 'Swimming' )
{
return false;
}
if( currentStateName == 'TraverseExploration' )
{
return false;
}
if ( !enemy )
{
return playerMode.combatMode;
}
return true;
}
private function ShouldGoToExploration() : bool
{
if ( IsInCombat() )
{
return false;
}
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
{
return false;
}
if( IsFistFightMinigameEnabled() )
{
return false;
}
if( IsKnockedUnconscious() )
{
return false;
}
if( IsInCombatAction() )
{
return false;
}
if( GetCriticalBuffsCount() > 0 )
{
return false;
}
return true;
}
private function GoToCombat( weaponType : EPlayerWeapon, optional initialAction : EInitialAction )
{
switch( weaponType )
{
case PW_Silver:
((W3PlayerWitcherStateCombatSilver) GetState('CombatSilver')).SetupState( initialAction );
GoToStateIfNew( 'CombatSilver' );
break;
case PW_Steel:
((W3PlayerWitcherStateCombatSteel) GetState('CombatSteel')).SetupState( initialAction );
GoToStateIfNew( 'CombatSteel' );
break;
case PW_Fists:
case PW_None:
default :
((W3PlayerWitcherStateCombatFists) GetState('CombatFists')).SetupState( initialAction );
GoToStateIfNew( 'CombatFists' );
break;
}
}
public function GoToStateIfNew( newState : name, optional keepStack : bool, optional forceEvents : bool )
{
if( newState != GetCurrentStateName() )
{
GotoState( newState, keepStack, forceEvents );
}
}
public function GotoState( newState : name, optional keepStack : bool, optional forceEvents : bool )
{
super.GotoState( newState, keepStack, forceEvents );
}
public function IsThisACombatSuperState( stateName : name ) : bool
{
return stateName == 'Combat' || stateName == 'CombatSteel' || stateName == 'CombatSilver' || stateName == 'CombatFists';
}
public function GetWeaponHolster() : WeaponHolster
{
return weaponHolster;
}
public function AbortSign()
{
var playerWitcher : W3PlayerWitcher;
var sign : W3SignEntity;
playerWitcher = (W3PlayerWitcher)this;
if(playerWitcher)
{
sign = (W3SignEntity)playerWitcher.GetCurrentSignEntity();
if (sign)
{
sign.OnSignAborted();
}
}
}
protected var disableActionBlend : bool;
event OnAnimEvent_DisallowHitAnim( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( animEventType == AET_DurationEnd )
{
if ( ( BufferCombatAction == EBAT_Dodge || BufferCombatAction == EBAT_Roll )
&& IsInCombatAction()
&& GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack )
{
( (CR4Player)this ).ProcessCombatActionBuffer();
disableActionBlend = true;
}
}
else if ( IsInCombatAction() && GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge && animEventType == AET_DurationStart )
{
disableActionBlend = false;
}
super.OnAnimEvent_DisallowHitAnim( animEventName, animEventType, animInfo );
}
event OnAnimEvent_FadeOut( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
theGame.FadeOutAsync( 0.2, Color( 0, 0, 0, 1 ) );
}
event OnAnimEvent_FadeIn( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
theGame.FadeInAsync( 0.4 );
}
event OnAnimEvent_BloodTrailForced( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
var bloodTrailParam : CBloodTrailEffect;
var weaponId : SItemUniqueId;
if ( isInFinisher )
{
bloodTrailParam = (CBloodTrailEffect)(GetFinisherVictim()).GetGameplayEntityParam( 'CBloodTrailEffect' );
weaponId = this.inv.GetItemFromSlot('r_weapon');
if ( bloodTrailParam )
thePlayer.inv.PlayItemEffect( weaponId, bloodTrailParam.GetEffectName() );
}
}
event OnAnimEvent_SlowMo( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( isInFinisher && DisableManualCameraControlStackHasSource( 'Finisher' ) )
{
if( animEventType != AET_DurationEnd )
theGame.SetTimeScale( 0.1f, 'AnimEventSlomoMo', 1000, true );
else
theGame.RemoveTimeScale( 'AnimEventSlomoMo' );
}
}
event OnAnimEvent_PlayFinisherBlood( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( isInFinisher )
{
SpawnFinisherBlood();
}
}
event OnAnimEvent_OnWeaponDrawReady( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
weaponHolster.OnWeaponDrawReady();
}
event OnAnimEvent_OnWeaponHolsterReady( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
weaponHolster.OnWeaponHolsterReady();
}
event OnAnimEvent_ThrowHoldTest( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
var thrownEntity : CThrowable;
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
if( IsThrowHold() )
{
SetBehaviorVariable( 'throwStage', (int)TS_Loop );
PushState( 'AimThrow' );
thrownEntity.StartAiming();
}
else
{
BombThrowRelease();
SetCombatIdleStance( 1.f );
}
}
event OnAnimEvent_AllowTempLookAt( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if( animEventType == AET_DurationStart )
SetTempLookAtTarget( slideTarget );
else if( animEventType == AET_DurationEnd )
SetTempLookAtTarget( NULL );
}
protected var slideNPC : CNewNPC;
protected var minSlideDistance : float;
protected var maxSlideDistance : float;
protected var slideTicket : SMovementAdjustmentRequestTicket;
event OnAnimEvent_SlideToTarget( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
var movementAdjustor : CMovementAdjustor;
if( animEventType == AET_DurationStart )
{
slideNPC = (CNewNPC)slideTarget;
}
if( !slideNPC )
{
return false;
}
if( animEventType == AET_DurationStart && slideNPC.GetGameplayVisibility() )
{
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
slideTicket = movementAdjustor.GetRequest( 'SlideToTarget' );
movementAdjustor.CancelByName( 'SlideToTarget' );
slideTicket = movementAdjustor.CreateNewRequest( 'SlideToTarget' );
movementAdjustor.BindToEventAnimInfo( slideTicket, animInfo );
movementAdjustor.MaxLocationAdjustmentSpeed( slideTicket, 1000000 );
movementAdjustor.ScaleAnimation( slideTicket );
minSlideDistance = ((CMovingPhysicalAgentComponent)this.GetMovingAgentComponent()).GetCapsuleRadius()+((CMovingPhysicalAgentComponent)slideNPC.GetMovingAgentComponent()).GetCapsuleRadius();
if( IsInCombatFist() )
{
maxSlideDistance = 1000.0f;
}
else
{
maxSlideDistance = minSlideDistance;
}
movementAdjustor.SlideTowards( slideTicket, slideTarget, minSlideDistance, maxSlideDistance );
}
else if( !slideNPC.GetGameplayVisibility() )
{
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
movementAdjustor.CancelByName( 'SlideToTarget' );
slideNPC = NULL;
}
else
{
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
movementAdjustor.SlideTowards( slideTicket, slideTarget, minSlideDistance, maxSlideDistance );
}
}
event OnAnimEvent_ActionBlend( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
}
event OnAnimEvent_SubstateManager( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
substateManager.OnAnimEvent( animEventName, animEventType, animInfo );
}
event OnAnimEvent_AllowFall( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( !substateManager.m_OwnerMAC.IsOnGround() )
{
substateManager.m_SharedDataO.SetFallFromCritical( true );
substateManager.m_MoverO.SetVelocity( -6.0f * GetWorldForward() );
substateManager.QueueStateExternal( 'Jump' );
RemoveBuff( EET_Knockdown, true );
RemoveBuff( EET_HeavyKnockdown, true );
return true;
}
return false;
}
event OnAnimEvent_AllowFall2( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( !substateManager.m_OwnerMAC.IsOnGround() )
{
substateManager.QueueStateExternal( 'Jump' );
RemoveBuff( EET_Knockdown, true );
RemoveBuff( EET_HeavyKnockdown, true );
}
if( substateManager.StateWantsAndCanEnter( 'Slide' ) )
{
substateManager.QueueStateExternal( 'Slide' );
}
}
event OnAnimEvent_DettachGround( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
}
event OnAnimEvent_pad_vibration( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
var witcher : W3PlayerWitcher;
theGame.VibrateControllerHard();
witcher = GetWitcherPlayer();
if(isInFinisher && witcher)
{
if(HasAbility('Runeword 10 _Stats', true) && !witcher.runeword10TriggerredOnFinisher && ((bool)theGame.GetInGameConfigWrapper().GetVarValue('Gameplay', 'AutomaticFinishersEnabled')) == true)
{
witcher.Runeword10Triggerred();
witcher.runeword10TriggerredOnFinisher = true;
}
else if(HasAbility('Runeword 12 _Stats', true) && !witcher.runeword12TriggerredOnFinisher)
{
witcher.Runeword12Triggerred();
witcher.runeword12TriggerredOnFinisher = true;
}
}
}
event OnAnimEvent_pad_vibration_light( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
}
event OnAnimEvent_KillWithRagdoll( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
}
event OnAnimEvent_RemoveBurning( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
thePlayer.AddBuffImmunity(EET_Burning, 'AnimEvent_RemoveBurning', true);
}
event OnAnimEvent_RemoveTangled( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( this.HasBuff( EET_Tangled ) )
{
this.StopEffect('black_spider_web');
this.PlayEffectSingle('black_spider_web_break');
}
}
event OnAnimEvent_MoveNoise( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'MoveNoise', -1, 30.0f, -1.f, -1, true );
}
event OnBehaviorGraphNotification( notificationName : name, stateName : name )
{
substateManager.OnBehaviorGraphNotification( notificationName, stateName );
if( notificationName == 'PlayerRunActivate' )
{
isInRunAnimation = true;
}
else if( notificationName == 'PlayerRunDeactivate' )
{
isInRunAnimation = false;
}
}
event OnEnumAnimEvent( animEventName : name, variant : SEnumVariant, animEventType : EAnimationEventType, animEventDuration : float, animInfo : SAnimationEventAnimInfo )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
var rotationRate : ERotationRate;
if ( animEventName == 'RotateToTarget' )
{
rotationRate = GetRotationRateFromAnimEvent( variant.enumValue );
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
if ( animEventType == AET_DurationStart || animEventType == AET_DurationStartInTheMiddle )
{
if (! movementAdjustor.IsRequestActive( movementAdjustor.GetRequest( 'RotateToTarget' ) ) )
{
ticket = movementAdjustor.CreateNewRequest( 'RotateToTarget' );
if ((int)rotationRate == 0)
movementAdjustor.AdjustmentDuration( ticket, animEventDuration );
else
{
movementAdjustor.Continuous( ticket );
movementAdjustor.BindToEvent( ticket, 'RotateToTarget' );
}
movementAdjustor.DontUseSourceAnimation( ticket );
movementAdjustor.ReplaceRotation( ticket );
}
else
{
ticket = movementAdjustor.GetRequest( 'RotateToTarget' );
}
MovAdjRotateToTarget( ticket );
if ((int)rotationRate > 0)
{
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, (float)((int)rotationRate) );
}
}
else if ( animEventType == AET_DurationEnd )
{
}
else
{
ticket = movementAdjustor.GetRequest( 'RotateToTarget' );
MovAdjRotateToTarget( ticket );
}
}
super.OnEnumAnimEvent(animEventName, variant, animEventType, animEventDuration, animInfo);
}
event OnTeleported()
{
if( substateManager )
{
substateManager.OnTeleported();
}
}
event OnStartFistfightMinigame()
{
super.OnStartFistfightMinigame();
SetFistFightMinigameEnabled( true );
FistFightHealthChange( true );
thePlayer.GetPlayerMode().ForceCombatMode( FCMR_QuestFunction );
SetImmortalityMode(AIM_Unconscious, AIC_Fistfight);
thePlayer.SetBehaviorVariable( 'playerWeaponLatent', (int)PW_Fists );
GotoCombatStateWithAction( IA_None );
((CMovingAgentComponent)this.GetMovingAgentComponent()).SnapToNavigableSpace( true );
EquipGeraltFistfightWeapon( true );
BlockAction( EIAB_RadialMenu, 'FistfightMinigame' ,,true);
BlockAction( EIAB_Signs, 'FistfightMinigame' ,,true);
BlockAction( EIAB_ThrowBomb, 'FistfightMinigame' ,,true);
BlockAction( EIAB_UsableItem, 'FistfightMinigame' ,,true);
BlockAction( EIAB_Crossbow, 'FistfightMinigame' ,,true);
BlockAction( EIAB_DrawWeapon, 'FistfightMinigame' ,,true);
BlockAction( EIAB_RunAndSprint, 'FistfightMinigame' ,,true);
BlockAction( EIAB_SwordAttack, 'FistfightMinigame' ,,true);
BlockAction( EIAB_CallHorse, 'FistfightMinigame' ,,true);
BlockAction( EIAB_Roll, 'FistfightMinigame' ,,true);
BlockAction( EIAB_Interactions, 'FistfightMinigame' ,,true);
BlockAction( EIAB_Explorations, 'FistfightMinigame' ,,true);
BlockAction( EIAB_OpenInventory, 'FistfightMinigame' ,,true);
BlockAction( EIAB_QuickSlots, 'FistfightMinigame' ,,true);
BlockAction( EIAB_OpenCharacterPanel, 'FistfightMinigame' ,,true);
}
event OnEndFistfightMinigame()
{
((CMovingAgentComponent)this.GetMovingAgentComponent()).SnapToNavigableSpace( false );
FistFightHealthChange( false );
thePlayer.GetPlayerMode().ReleaseForceCombatMode( FCMR_QuestFunction );
EquipGeraltFistfightWeapon( false );
SetFistFightMinigameEnabled( false );
SetImmortalityMode(AIM_None, AIC_Fistfight);
BlockAllActions('FistfightMinigame',false);
super.OnEndFistfightMinigame();
}
public function GetFistFightFinisher( out masterAnimName, slaveAnimIndex : name )
{
var index : int;
index = RandRange(1);
switch ( index )
{
case 0 : masterAnimName = 'man_fistfight_finisher_1_win'; slaveAnimIndex = 'man_fistfight_finisher_1_looser';
}
}
public function SetFistFightMinigameEnabled( flag : bool )
{
fistFightMinigameEnabled = flag;
}
public function SetFistFightParams( toDeath : bool, endsWithBS : bool )
{
isFFMinigameToTheDeath = toDeath;
FFMinigameEndsithBS = endsWithBS;
}
public function IsFistFightMinigameEnabled() : bool
{
return fistFightMinigameEnabled;
}
public function IsFistFightMinigameToTheDeath() : bool
{
return isFFMinigameToTheDeath;
}
public function FistFightHealthChange( val : bool )
{
if( val == true )
{
GeraltMaxHealth = thePlayer.GetStatMax(BCS_Vitality);
ClampGeraltMaxHealth( 2000 );
SetHealthPerc( 100 );
}
else
{
ClampGeraltMaxHealth( GeraltMaxHealth );
SetHealthPerc( 100 );
}
}
function ClampGeraltMaxHealth( val : float )
{
thePlayer.abilityManager.SetStatPointMax( BCS_Vitality, val );
}
function EquipGeraltFistfightWeapon( val : bool )
{
if ( val )
{
fistsItems = thePlayer.GetInventory().AddAnItem( 'Geralt Fistfight Fists', 1, true, true );
thePlayer.GetInventory().MountItem( fistsItems[0] , true );
}
else
{
thePlayer.GetInventory().DropItem( fistsItems[0], true );
}
}
public function GetGwintAiDifficulty() : EGwintDifficultyMode
{
return gwintAiDifficulty;
}
public function SetGwintAiDifficulty( difficulty : EGwintDifficultyMode )
{
gwintAiDifficulty = difficulty;
}
public function GetGwintAiAggression() : EGwintAggressionMode
{
return gwintAiAggression;
}
public function SetGwintAiAggression( aggression : EGwintAggressionMode )
{
gwintAiAggression = aggression;
}
public function GetGwintMinigameState() : EMinigameState
{
return gwintMinigameState;
}
public function SetGwintMinigameState( minigameState : EMinigameState )
{
gwintMinigameState = minigameState;
}
public function OnGwintGameRequested( deckName : name, forceFaction : eGwintFaction )
{
var gwintManager:CR4GwintManager;
gwintManager = theGame.GetGwintManager();
gwintMinigameState = EMS_None;
gwintManager.SetEnemyDeckByName(deckName);
gwintManager.SetForcedFaction(forceFaction);
if (gwintManager.GetHasDoneTutorial() || !theGame.GetTutorialSystem().AreMessagesEnabled())
{
gwintManager.gameRequested = true;
theGame.RequestMenu( 'DeckBuilder' );
}
else
{
theGame.GetGuiManager().ShowUserDialog( UMID_SkipGwintTutorial, "gwint_tutorial_play_query_title", "gwint_tutorial_play_query", UDB_YesNo );
}
}
public function StartGwint_TutorialOrSkip( skipTutorial : bool )
{
var gwintManager : CR4GwintManager;
if( skipTutorial )
{
gwintManager = theGame.GetGwintManager();
gwintManager.gameRequested = true;
gwintManager.SetHasDoneTutorial(true);
gwintManager.SetHasDoneDeckTutorial(true);
theGame.RequestMenu( 'DeckBuilder' );
}
else
{
theGame.RequestMenu( 'GwintGame' );
}
}
private var gwintCardNumbersArray : array<int>;
public function InitGwintCardNumbersArray( arr : array<int> )
{
gwintCardNumbersArray.Clear();
gwintCardNumbersArray = arr;
}
public function GetCardNumbersArray() : array<int>
{
return gwintCardNumbersArray;
}
protected var customCameraStack : array<SCustomCameraParams>;
public function AddCustomCamToStack( customCameraParams : SCustomCameraParams ) : int
{
if( customCameraParams.useCustomCamera )
{
if ( customCameraParams.cameraParams.enums[0].enumType != 'ECustomCameraType' )
{
LogChannel( 'CustomCamera', "ERROR: Selected enum is not a custom camera!!!" );
return -1;
}
else
{
customCameraStack.PushBack( customCameraParams );
return ( customCameraStack.Size() - 1 );
}
}
return 0;
}
public function DisableCustomCamInStack( customCameraStackIndex : int )
{
if ( customCameraStackIndex != -1 )
customCameraStack[customCameraStackIndex].useCustomCamera = false;
else
LogChannel( 'CustomCamera', "ERROR: Custom camera to disable does not exist!!!" );
}
event OnInteriorStateChanged( inInterior : bool )
{
interiorCamera = inInterior;
}
event OnModifyPlayerSpeed( flag : bool )
{
modifyPlayerSpeed = flag;
SetBehaviorVariable( 'modifyPlayerSpeed', (float)modifyPlayerSpeed );
}
event OnGameCameraTick( out moveData : SCameraMovementData, dt : float )
{
var targetRotation : EulerAngles;
var dist : float;
if( thePlayer.IsInCombat() )
{
dist = VecDistance2D( thePlayer.GetWorldPosition(), thePlayer.GetTarget().GetWorldPosition() );
thePlayer.GetVisualDebug().AddText( 'dbg', dist, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,2.f ), true, , Color( 0, 255, 0 ) );
}
if ( isStartingFistFightMinigame )
{
moveData.pivotRotationValue = fistFightTeleportNode.GetWorldRotation();
isStartingFistFightMinigame = false;
}
if( substateManager.UpdateCameraIfNeeded( moveData, dt ) )
{
return true;
}
if ( theGame.IsFocusModeActive() )
{
theGame.GetGameCamera().ChangePivotRotationController( 'Exploration' );
theGame.GetGameCamera().ChangePivotDistanceController( 'Default' );
theGame.GetGameCamera().ChangePivotPositionController( 'Default' );
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
moveData.pivotPositionController = theGame.GetGameCamera().GetActivePivotPositionController();
moveData.pivotPositionController.SetDesiredPosition( thePlayer.GetWorldPosition() );
moveData.pivotRotationController.SetDesiredPitch( -10.0f );
moveData.pivotRotationController.maxPitch = 50.0;
moveData.pivotDistanceController.SetDesiredDistance( 3.5f );
if ( !interiorCamera )
{
moveData.pivotPositionController.offsetZ = 1.5f;
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.5f, 2.0f, 0.3f ), 0.20f, dt );
}
else
{
moveData.pivotPositionController.offsetZ = 1.3f;
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.5f, 2.3f, 0.5f ), 0.3f, dt );
}
return true;
}
if( substateManager.m_SharedDataO.IsForceHeading( targetRotation ) )
{
moveData.pivotRotationController.SetDesiredHeading( targetRotation.Yaw );
moveData.pivotRotationController.SetDesiredPitch( targetRotation.Pitch );
moveData.pivotRotationValue.Yaw = LerpAngleF( 2.1f * dt, moveData.pivotRotationValue.Yaw, targetRotation.Yaw );
moveData.pivotRotationValue.Pitch = LerpAngleF( 1.0f * dt, moveData.pivotRotationValue.Pitch, targetRotation.Pitch );
}
if( customCameraStack.Size() > 0 )
{
}
return false;
}
private var questCameraRequest : SQuestCameraRequest;
private var cameraRequestTimeStamp : float;
public function RequestQuestCamera( camera : SQuestCameraRequest )
{
questCameraRequest = camera;
questCameraRequest.requestTimeStamp = theGame.GetEngineTimeAsSeconds();
}
public function ResetQuestCameraRequest()
{
var cameraRequest : SQuestCameraRequest;
questCameraRequest = cameraRequest;
}
event OnGameCameraPostTick( out moveData : SCameraMovementData, dt : float )
{
var ent : CEntity;
var playerPos : Vector;
var angles : EulerAngles;
var distance : float;
if ( questCameraRequest.requestTimeStamp > 0 )
{
if ( questCameraRequest.duration > 0 && questCameraRequest.requestTimeStamp + questCameraRequest.duration < theGame.GetEngineTimeAsSeconds() )
{
ResetQuestCameraRequest();
return false;
}
if( questCameraRequest.lookAtTag )
{
ent = theGame.GetEntityByTag( questCameraRequest.lookAtTag );
playerPos = GetWorldPosition();
playerPos.Z += 1.8f;
angles = VecToRotation( ent.GetWorldPosition() - playerPos );
moveData.pivotRotationController.SetDesiredHeading( angles.Yaw );
moveData.pivotRotationController.SetDesiredPitch( -angles.Pitch );
}
else
{
if( questCameraRequest.requestYaw )
{
angles = GetWorldRotation();
moveData.pivotRotationController.SetDesiredHeading( angles.Yaw + questCameraRequest.yaw );
}
if( questCameraRequest.requestPitch )
{
moveData.pivotRotationController.SetDesiredPitch( questCameraRequest.pitch );
}
}
}
}
var wasRunning : bool;
var vel : float;
var smoothTime : float;
var constDamper : ConstDamper;
var rotMultVel : float;
public function UpdateCameraInterior( out moveData : SCameraMovementData, timeDelta : float )
{
var camDist : float;
var camOffset : float;
var rotMultDest : float;
var rotMult : float;
var angles : EulerAngles;
theGame.GetGameCamera().ChangePivotRotationController( 'ExplorationInterior' );
theGame.GetGameCamera().ChangePivotDistanceController( 'Default' );
theGame.GetGameCamera().ChangePivotPositionController( 'Default' );
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
moveData.pivotPositionController = theGame.GetGameCamera().GetActivePivotPositionController();
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition(), 15.f );
if ( !constDamper )
{
constDamper = new ConstDamper in this;
constDamper.SetDamp( 0.35f );
}
if ( rawPlayerSpeed <= 0 || AbsF( AngleDistance( rawPlayerHeading, GetHeading() ) ) > 135 )
constDamper.Reset();
else if ( theGame.IsUberMovementEnabled() )
rotMult = 0.5f;
else
rotMult = 1.f;
rotMult = constDamper.UpdateAndGet( timeDelta, rotMult );
if ( AbsF( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) ) < 135.f && rawPlayerSpeed > 0 )
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), rotMult );
else
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw );
moveData.pivotDistanceController.SetDesiredDistance( 1.5f );
angles = VecToRotation( GetMovingAgentComponent().GetVelocity() );
if ( AbsF( angles.Pitch ) < 8.f || bLAxisReleased )
moveData.pivotRotationController.SetDesiredPitch( -10.f );
else
moveData.pivotRotationController.SetDesiredPitch( -angles.Pitch - 18.f );
if ( IsGuarded() )
moveData.pivotPositionController.offsetZ = 1.0f;
else
moveData.pivotPositionController.offsetZ = 1.3f;
if ( playerMoveType >= PMT_Run )
{
camDist = -0.5f;
camOffset = 0.25;
if ( !wasRunning )
{
smoothTime = 1.f;
wasRunning = true;
}
DampFloatSpring( smoothTime, vel, 0.1, 0.5, timeDelta );
}
else
{
camDist = 0.f;
camOffset = 0.4f;
smoothTime = 0.2f;
wasRunning = false;
}
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.3f, camDist, 0.3f ), smoothTime, timeDelta );
}
var wasBRAxisPushed : bool;
protected function UpdateCameraChanneledSign( out moveData : SCameraMovementData, timeDelta : float ) : bool
{
var screenSpaceOffset : float;
var screenSpaceOffsetFwd : float;
var screenSpaceOffsetUp : float;
var heading : float;
var pitch : float;
var playerToTargetRot : EulerAngles;
var rightOffset : float = -20.f;
var leftOffset : float = 15.f;
var angles : EulerAngles;
var vec : Vector;
if( this.IsCurrentSignChanneled() && this.GetCurrentlyCastSign() != ST_Quen && this.GetCurrentlyCastSign() != ST_Yrden )
{
theGame.GetGameCamera().ChangePivotRotationController( 'SignChannel' );
theGame.GetGameCamera().ChangePivotDistanceController( 'SignChannel' );
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
if ( GetCurrentlyCastSign() == ST_Axii )
leftOffset = 32.f;
if ( oTCameraOffset != leftOffset && oTCameraOffset != rightOffset )
{
if( ( interiorCamera && !moveTarget )
|| ( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) < 0 ) )
oTCameraOffset = leftOffset;
else
oTCameraOffset = rightOffset;
}
if ( oTCameraOffset == leftOffset )
{
screenSpaceOffset = 0.65f;
oTCameraPitchOffset = 13.f;
}
else if ( oTCameraOffset == rightOffset )
{
screenSpaceOffset = -0.65f;
oTCameraPitchOffset = 13.f;
}
moveData.pivotPositionController.offsetZ = 1.3f;
if ( !delayCameraOrientationChange )
{
if ( GetOrientationTarget() == OT_Camera || GetOrientationTarget() == OT_CameraOffset )
{
if ( bRAxisReleased )
{
heading = moveData.pivotRotationValue.Yaw;
pitch = moveData.pivotRotationValue.Pitch;
}
else
{
heading = moveData.pivotRotationValue.Yaw + oTCameraOffset;
pitch = moveData.pivotRotationValue.Pitch;
}
}
else if ( GetOrientationTarget() == OT_Actor )
{
if ( GetDisplayTarget() )
vec = GetDisplayTarget().GetWorldPosition() - GetWorldPosition();
else if ( slideTarget )
vec = slideTarget.GetWorldPosition() - GetWorldPosition();
else if ( GetTarget() )
vec = GetTarget().GetWorldPosition() - GetWorldPosition();
else
vec = GetHeadingVector();
angles = VecToRotation( vec );
heading = angles.Yaw + oTCameraOffset;
pitch = -angles.Pitch - oTCameraPitchOffset;
}
else
{
angles = VecToRotation( GetHeadingVector() );
heading = angles.Yaw + oTCameraOffset;
pitch = -angles.Pitch - oTCameraPitchOffset;
}
if ( !wasBRAxisPushed && ( !bRAxisReleased ) )
wasBRAxisPushed = true;
moveData.pivotRotationController.SetDesiredHeading( heading , 2.f );
moveData.pivotRotationController.SetDesiredPitch( pitch );
}
else
{
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw, 1.f );
moveData.pivotRotationController.SetDesiredPitch( -oTCameraPitchOffset );
}
if ( moveData.pivotRotationValue.Pitch <= 5.f && moveData.pivotRotationValue.Pitch >= -15.f )
{
screenSpaceOffsetFwd = 1.8;
screenSpaceOffsetUp = 0.4;
}
else if ( moveData.pivotRotationValue.Pitch > 0 )
{
screenSpaceOffsetFwd = moveData.pivotRotationValue.Pitch*0.00727 + 1.275f;
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.2 );
screenSpaceOffsetUp = -moveData.pivotRotationValue.Pitch*0.00727 + 0.4363f;
screenSpaceOffsetUp = ClampF( screenSpaceOffsetUp, 0, 0.3 );
}
else
{
if ( GetCurrentlyCastSign() == ST_Axii )
{
screenSpaceOffsetFwd = -moveData.pivotRotationValue.Pitch*0.0425 + 0.8625f;
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.3 );
}
else
{
screenSpaceOffsetFwd = -moveData.pivotRotationValue.Pitch*0.035 + 0.75f;
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.6 );
}
screenSpaceOffsetUp = -moveData.pivotRotationValue.Pitch*0.005 + 0.325f;
screenSpaceOffsetUp = ClampF( screenSpaceOffsetUp, 0.4, 0.5 );
}
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( screenSpaceOffset, screenSpaceOffsetFwd, screenSpaceOffsetUp ), 0.25f, timeDelta );
moveData.pivotDistanceController.SetDesiredDistance( 2.8f, 5.f );
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition() );
return true;
}
else
{
this.wasBRAxisPushed = false;
return false;
}
}
protected function UpdateCameraForSpecialAttack( out moveData : SCameraMovementData, timeDelta : float ) : bool
{
var screenSpaceOffset : float;
var tempHeading : float;
var cameraOffsetLeft : float;
var cameraOffsetRight : float;
if ( !specialAttackCamera )
return false;
theGame.GetGameCamera().ForceManualControlHorTimeout();
theGame.GetGameCamera().ForceManualControlVerTimeout();
cameraOffsetLeft = 30.f;
cameraOffsetRight = -30.f;
theGame.GetGameCamera().ChangePivotRotationController( 'SignChannel' );
theGame.GetGameCamera().ChangePivotDistanceController( 'SignChannel' );
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
if ( slideTarget )
tempHeading = VecHeading( slideTarget.GetWorldPosition() - GetWorldPosition() );
else
tempHeading = GetHeading();
oTCameraPitchOffset = 0.f;
if( ( interiorCamera && !moveTarget )
|| ( AngleDistance( tempHeading, moveData.pivotRotationValue.Yaw ) < 0 ) )
oTCameraOffset = cameraOffsetLeft;
else
oTCameraOffset = cameraOffsetRight;
if ( oTCameraOffset == cameraOffsetLeft )
{
if ( delayCameraOrientationChange || delayOrientationChange )
{
screenSpaceOffset = 0.75f;
moveData.pivotDistanceController.SetDesiredDistance( 1.6f, 3.f );
moveData.pivotPositionController.offsetZ = 1.4f;
moveData.pivotRotationController.SetDesiredPitch( -15.f );
}
else
{
screenSpaceOffset = 0.7f;
moveData.pivotDistanceController.SetDesiredDistance( 3.25f );
moveData.pivotPositionController.offsetZ = 1.2f;
moveData.pivotRotationController.SetDesiredPitch( -10.f );
}
}
else if ( oTCameraOffset == cameraOffsetRight )
{
if ( delayCameraOrientationChange || delayOrientationChange )
{
screenSpaceOffset = -0.85f;
moveData.pivotDistanceController.SetDesiredDistance( 1.6f, 3.f );
moveData.pivotPositionController.offsetZ = 1.4f;
moveData.pivotRotationController.SetDesiredPitch( -15.f );
}
else
{
screenSpaceOffset = -0.8f;
moveData.pivotDistanceController.SetDesiredDistance( 3.25f );
moveData.pivotPositionController.offsetZ = 1.2f;
moveData.pivotRotationController.SetDesiredPitch( -10.f );
}
}
else
{
moveData.pivotDistanceController.SetDesiredDistance( 1.25f, 3.f );
moveData.pivotPositionController.offsetZ = 1.3f;
moveData.pivotRotationController.SetDesiredPitch( -5.5f );
}
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( screenSpaceOffset, 0.f, 0.f ), 1.f, timeDelta );
if ( !delayCameraOrientationChange )
{
if ( moveTarget )
moveData.pivotRotationController.SetDesiredHeading( GetHeading() + oTCameraOffset, 0.5f );
else
moveData.pivotRotationController.SetDesiredHeading( GetHeading() + oTCameraOffset, 1.f );
}
else
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw, 1.f );
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition() );
return true;
}
private var fovVel : float;
private var sprintOffset : Vector;
private var previousOffset : bool;
private var previousRotationVelocity : float;
private var pivotRotationTimeStamp : float;
protected function UpdateCameraSprint( out moveData : SCameraMovementData, timeDelta : float )
{
var angleDiff : float;
var camOffsetVector : Vector;
var smoothSpeed : float;
var camera : CCustomCamera;
var camAngularSpeed : float;
var playerToCamAngle : float;
var useExplorationSprintCam : bool;
camera = theGame.GetGameCamera();
if( camera )
{
if ( sprintingCamera )
{
if( thePlayer.GetAutoCameraCenter() )
{
theGame.GetGameCamera().ForceManualControlVerTimeout();
}
playerToCamAngle = AbsF( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) );
useExplorationSprintCam = false;
if ( useExplorationSprintCam )
{
if ( playerToCamAngle <= 45 )
{
theGame.GetGameCamera().ChangePivotRotationController( 'Sprint' );
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), 0.25f );
moveData.pivotRotationController.SetDesiredPitch( -3.5f, 0.5f );
thePlayer.EnableManualCameraControl( true, 'Sprint' );
}
else
{
thePlayer.EnableManualCameraControl( false, 'Sprint' );
}
}
else
{
if ( theGame.IsUberMovementEnabled() )
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), 0.35f );
thePlayer.EnableManualCameraControl( true, 'Sprint' );
}
if ( bRAxisReleased )
{
if ( AbsF( rawLeftJoyRot ) > 25 )
angleDiff = AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw );
pivotRotationTimeStamp = theGame.GetEngineTimeAsSeconds();
previousRotationVelocity = 0.f;
}
else
{
if ( previousRotationVelocity <= 0 && AbsF( moveData.pivotRotationVelocity.Yaw ) > 250 )
{
pivotRotationTimeStamp = theGame.GetEngineTimeAsSeconds();
previousRotationVelocity = AbsF( moveData.pivotRotationVelocity.Yaw );
}
}
if ( pivotRotationTimeStamp + 0.4f <= theGame.GetEngineTimeAsSeconds() && AbsF( moveData.pivotRotationVelocity.Yaw ) > 250 )
angleDiff = VecHeading( rawRightJoyVec );
if ( useExplorationSprintCam )
{
if ( playerToCamAngle > 90 )
{
camOffsetVector.X = 0.f;
smoothSpeed = 1.f;
}
else if ( angleDiff > 15.f )
{
camOffsetVector.X = -0.8;
smoothSpeed = 1.f;
previousOffset = true;
}
else if ( angleDiff < -15.f )
{
camOffsetVector.X = 0.475f;
smoothSpeed = 1.5f;
previousOffset = false;
}
else
{
if ( previousOffset )
{
camOffsetVector.X = -0.8;
smoothSpeed = 1.5f;
}
else
{
camOffsetVector.X = 0.475f;
smoothSpeed = 1.5f;
}
}
camOffsetVector.Y = 1.4f;
camOffsetVector.Z = 0.275f;
}
else
{
smoothSpeed = 0.75f;
camOffsetVector.X = 0.f;
camOffsetVector.Y = 1.f;
camOffsetVector.Z = 0.2f;
moveData.pivotRotationController.SetDesiredPitch( -10.f, 0.5f );
}
DampVectorConst( sprintOffset, camOffsetVector, smoothSpeed, timeDelta );
moveData.cameraLocalSpaceOffset = sprintOffset;
DampFloatSpring( camera.fov, fovVel, 70.f, 1.0, timeDelta );
}
else
{
sprintOffset = moveData.cameraLocalSpaceOffset;
DampFloatSpring( camera.fov, fovVel, 60.f, 1.0, timeDelta );
previousOffset = false;
}
}
}
function EnableSprintingCamera( flag : bool )
{
if( !theGame.IsUberMovementEnabled() && !useSprintingCameraAnim )
{
return;
}
super.EnableSprintingCamera( flag );
if ( !flag )
{
thePlayer.EnableManualCameraControl( true, 'Sprint' );
}
}
protected function UpdateCameraCombatActionButNotInCombat( out moveData : SCameraMovementData, timeDelta : float )
{
var vel : Vector;
var heading : float;
var pitch : float;
var headingMult : float;
var pitchMult : float;
var camOffset : Vector;
var buff : CBaseGameplayEffect;
var runningAndAlertNear : bool;
var desiredDist : float;
if ( ( !IsCurrentSignChanneled() || GetCurrentlyCastSign() == ST_Quen || GetCurrentlyCastSign() == ST_Yrden ) && !specialAttackCamera && !IsInCombatActionFriendly() )
{
buff = GetCurrentlyAnimatedCS();
runningAndAlertNear = GetPlayerCombatStance() == PCS_AlertNear && playerMoveType == PMT_Run && !GetDisplayTarget();
if ( runningAndAlertNear ||
( GetPlayerCombatStance() == PCS_AlertFar && !IsInCombatAction() && !buff ) )
{
camOffset.X = 0.f;
camOffset.Y = 0.f;
camOffset.Z = -0.1f;
if ( runningAndAlertNear )
{
moveData.pivotDistanceController.SetDesiredDistance( 4.f );
moveData.pivotPositionController.offsetZ = 1.5f;
}
}
else
{
camOffset.X = 0.f;
camOffset.Y = -1.5f;
camOffset.Z = -0.2f;
}
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( camOffset.X, camOffset.Y, camOffset.Z ), 0.4f, timeDelta );
sprintOffset = moveData.cameraLocalSpaceOffset;
heading = moveData.pivotRotationValue.Yaw;
if ( GetOrientationTarget() == OT_Camera || GetOrientationTarget() == OT_CameraOffset )
pitch = moveData.pivotRotationValue.Pitch;
else if ( lastAxisInputIsMovement
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_SpecialAttack
|| ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign && !IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Quen ) )
{
theGame.GetGameCamera().ForceManualControlVerTimeout();
pitch = -20.f;
}
else
pitch = moveData.pivotRotationValue.Pitch;
headingMult = 1.f;
pitchMult = 1.f;
if( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign
&& ( GetEquippedSign() == ST_Aard || GetEquippedSign() == ST_Yrden )
&& GetBehaviorVariable( 'alternateSignCast' ) == 1 )
{
theGame.GetGameCamera().ForceManualControlVerTimeout();
pitch = -20.f;
}
if ( IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Quen )
{
pitch = moveData.pivotRotationValue.Pitch;
}
moveData.pivotRotationController.SetDesiredHeading( heading, );
moveData.pivotRotationController.SetDesiredPitch( pitch );
}
}
event OnGameCameraExplorationRotCtrlChange()
{
if( substateManager )
{
return substateManager.OnGameCameraExplorationRotCtrlChange( );
}
return false;
}
function SetCustomRotation( customRotationName : name, rotHeading : float, rotSpeed : float, activeTime : float, rotateExistingDeltaLocation : bool )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customRotationName );
movementAdjustor.Cancel( ticket );
ticket = movementAdjustor.CreateNewRequest( customRotationName );
movementAdjustor.Continuous( ticket );
movementAdjustor.ReplaceRotation( ticket );
movementAdjustor.RotateTo( ticket, rotHeading );
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, rotSpeed );
if (rotSpeed == 0.0f)
{
movementAdjustor.AdjustmentDuration( ticket, activeTime );
}
movementAdjustor.KeepActiveFor( ticket, activeTime );
movementAdjustor.RotateExistingDeltaLocation( ticket, rotateExistingDeltaLocation );
}
function UpdateCustomRotationHeading( customRotationName : name, rotHeading : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customRotationName );
movementAdjustor.RotateTo( ticket, rotHeading );
}
function SetCustomRotationTowards( customRotationName : name, target : CActor, rotSpeed : float, optional activeTime : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customRotationName );
movementAdjustor.Cancel( ticket );
ticket = movementAdjustor.CreateNewRequest( customRotationName );
movementAdjustor.Continuous( ticket );
movementAdjustor.ReplaceRotation( ticket );
movementAdjustor.RotateTowards( ticket, target );
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, rotSpeed );
if (activeTime > 0.0f)
{
movementAdjustor.KeepActiveFor( ticket, activeTime );
}
else
{
movementAdjustor.DontEnd( ticket );
}
}
function CustomLockMovement( customMovementName : name, heading : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customMovementName );
movementAdjustor.Cancel( ticket );
ticket = movementAdjustor.CreateNewRequest( customMovementName );
movementAdjustor.Continuous( ticket );
movementAdjustor.DontEnd( ticket );
movementAdjustor.LockMovementInDirection( ticket, heading );
}
function BindMovementAdjustmentToEvent( customRotationName : name, eventName : CName )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customRotationName );
movementAdjustor.BindToEvent( ticket, eventName );
}
function UpdateCustomLockMovementHeading( customMovementName : name, heading : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customMovementName );
movementAdjustor.LockMovementInDirection( ticket, heading );
}
function CustomLockDistance( customMovementName : name, maintainDistanceTo : CNode, minDist, maxDist : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customMovementName );
movementAdjustor.Cancel( ticket );
ticket = movementAdjustor.CreateNewRequest( customMovementName );
movementAdjustor.Continuous( ticket );
movementAdjustor.SlideTowards( ticket, maintainDistanceTo, minDist, maxDist );
}
function UpdateCustomLockDistance( customMovementName : name, maintainDistanceTo : CNode, minDist, maxDist : float )
{
var movementAdjustor : CMovementAdjustor;
var ticket : SMovementAdjustmentRequestTicket;
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
ticket = movementAdjustor.GetRequest( customMovementName );
movementAdjustor.SlideTowards( ticket, maintainDistanceTo, minDist, maxDist );
}
private var disableManualCameraControlStack : array<name>;
public function EnableManualCameraControl( enable : bool, sourceName : name )
{
if ( !enable )
{
if ( !disableManualCameraControlStack.Contains( sourceName ) )
{
disableManualCameraControlStack.PushBack( sourceName );
}
}
else
{
disableManualCameraControlStack.Remove( sourceName );
}
if ( disableManualCameraControlStack.Size() > 0 )
theGame.GetGameCamera().EnableManualControl( false );
else
theGame.GetGameCamera().EnableManualControl( true );
}
public function IsCameraControlDisabled( optional disabledBySourceName : name ) : bool
{
if ( disabledBySourceName )
return disableManualCameraControlStack.Contains( disabledBySourceName );
else
return disableManualCameraControlStack.Size() > 0;
}
public function DisableManualCameraControlStackHasSource( sourceName : name ) : bool
{
return disableManualCameraControlStack.Contains( sourceName );
}
public function ClearDisableManualCameraControlStack()
{
disableManualCameraControlStack.Clear();
theGame.GetGameCamera().EnableManualControl( true );
}
function SetOrientationTarget( target : EOrientationTarget )
{
if ( IsPCModeEnabled() && target == OT_Player )
{
target = OT_Camera;
}
orientationTarget = target;
}
function GetOrientationTarget() : EOrientationTarget
{
return orientationTarget;
}
var customOrientationInfoStack : array<SCustomOrientationInfo>;
public function AddCustomOrientationTarget( orientationTarget : EOrientationTarget, sourceName : name )
{
var customOrientationInfo : SCustomOrientationInfo;
var i : int;
if ( customOrientationInfoStack.Size() > 0 )
{
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
{
if ( customOrientationInfoStack[i].sourceName == sourceName )
customOrientationInfoStack.Erase(i);
}
}
customOrientationInfo.sourceName = sourceName;
customOrientationInfo.orientationTarget = orientationTarget;
customOrientationInfoStack.PushBack( customOrientationInfo );
SetOrientationTarget( orientationTarget );
}
public function RemoveCustomOrientationTarget( sourceName : name )
{
var customOrientationInfo : SCustomOrientationInfo;
var i : int;
if ( customOrientationInfoStack.Size() > 0 )
{
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
{
if ( customOrientationInfoStack[i].sourceName == sourceName )
customOrientationInfoStack.Erase(i);
}
}
else
LogChannel( 'CustomOrienatation', "ERROR: Custom orientation cannot be removed, stack is already empty!!!" );
}
protected function ClearCustomOrientationInfoStack()
{
customOrientationInfoStack.Clear();
}
protected function GetCustomOrientationTarget( out infoStack : SCustomOrientationInfo ) : bool
{
var size : int;
size = customOrientationInfoStack.Size();
if ( size <= 0 )
return false;
else
{
infoStack = customOrientationInfoStack[ size - 1 ];
return true;
}
}
public function SetOrientationTargetCustomHeading( heading : float, sourceName : name ) : bool
{
var i : int;
if ( customOrientationInfoStack.Size() > 0 )
{
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
{
if ( customOrientationInfoStack[i].sourceName == sourceName )
{
customOrientationInfoStack[i].customHeading = heading;
return true;
}
}
}
LogChannel( 'SetOrientationTargetCustomHeading', "ERROR: Cannot set customHeading because stack is empty or sourceName is not found!!!" );
return false;
}
public function GetOrientationTargetCustomHeading() : float
{
var i : int;
if ( customOrientationInfoStack.Size() > 0 )
{
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
{
if ( customOrientationInfoStack[i].orientationTarget == OT_CustomHeading )
{
return customOrientationInfoStack[i].customHeading;
}
}
}
LogChannel( 'SetOrientationTargetCustomHeading', "ERROR: Cannot get customHeading because stack is empty or no OT_CustomHeading in stack!!!" );
return -1.f;
}
public function GetCombatActionOrientationTarget( combatActionType : ECombatActionType ) : EOrientationTarget
{
var newCustomOrientationTarget : EOrientationTarget;
var targetEnt : CGameplayEntity;
var targetActor : CActor;
if ( GetCurrentStateName() == 'AimThrow' )
newCustomOrientationTarget = OT_CameraOffset;
else
{
targetEnt = GetDisplayTarget();
targetActor = (CActor)targetEnt;
if ( targetEnt )
{
if ( targetActor )
{
if ( moveTarget )
newCustomOrientationTarget = OT_Actor;
else
{
if ( this.IsSwimming() )
newCustomOrientationTarget = OT_Camera;
else if ( lastAxisInputIsMovement )
newCustomOrientationTarget = OT_Player;
else
newCustomOrientationTarget = OT_Actor;
}
}
else
{
if ( combatActionType == CAT_Crossbow && targetEnt.HasTag( 'softLock_Bolt' ) )
newCustomOrientationTarget = OT_Actor;
else
{
if ( this.IsSwimming() )
newCustomOrientationTarget = OT_Camera;
else if ( lastAxisInputIsMovement )
newCustomOrientationTarget = OT_Player;
else
newCustomOrientationTarget = OT_Camera;
}
}
}
else
{
if ( IsUsingVehicle() )
newCustomOrientationTarget = OT_Camera;
else if ( lastAxisInputIsMovement )
{
if ( this.IsSwimming() )
{
newCustomOrientationTarget = OT_Camera;
}
else
newCustomOrientationTarget = OT_Player;
}
else
newCustomOrientationTarget = OT_Camera;
}
}
return newCustomOrientationTarget;
}
public function GetOrientationTargetHeading( orientationTarget : EOrientationTarget ) : float
{
var heading : float;
if( orientationTarget == OT_Camera )
heading = VecHeading( theCamera.GetCameraDirection() );
else if( orientationTarget == OT_CameraOffset )
heading = VecHeading( theCamera.GetCameraDirection() ) - oTCameraOffset;
else if( orientationTarget == OT_CustomHeading )
heading = GetOrientationTargetCustomHeading();
else if ( GetDisplayTarget() && orientationTarget == OT_Actor )
{
if ( (CActor)( GetDisplayTarget() ) )
{
heading = VecHeading( GetDisplayTarget().GetWorldPosition() - GetWorldPosition() );
}
else
{
if ( GetDisplayTarget().HasTag( 'softLock_Bolt' ) )
heading = VecHeading( GetDisplayTarget().GetWorldPosition() - GetWorldPosition() );
else
heading = GetHeading();
}
}
else
heading = GetHeading();
return heading;
}
event OnDelayOrientationChange()
{
var delayOrientation : bool;
var delayCameraRotation : bool;
var moveData : SCameraMovementData;
var time : float;
time = 0.01f;
if ( theInput.GetActionValue( 'CastSignHold' ) == 1.f )
{
actionType = 0;
if ( moveTarget )
delayOrientation = true;
else
{
if ( !GetBIsCombatActionAllowed() )
delayOrientation = true;
}
}
else if ( theInput.GetActionValue( 'ThrowItemHold' ) == 1.f )
{
actionType = 3;
delayOrientation = true;
}
else if ( theInput.GetActionValue( 'SpecialAttackHeavy' ) == 1.f )
{
actionType = 2;
if ( !slideTarget )
delayOrientation = true;
else
delayOrientation = true;
}
else if ( IsGuarded() && !moveTarget )
{
actionType = 1;
delayOrientation = true;
}
if ( delayOrientation )
{
delayOrientationChange = true;
theGame.GetGameCamera().ForceManualControlHorTimeout();
theGame.GetGameCamera().ForceManualControlVerTimeout();
AddTimer( 'DelayOrientationChangeTimer', time, true );
}
if ( delayCameraRotation )
{
delayCameraOrientationChange = true;
theGame.GetGameCamera().ForceManualControlHorTimeout();
theGame.GetGameCamera().ForceManualControlVerTimeout();
AddTimer( 'DelayOrientationChangeTimer', time, true );
}
}
event OnDelayOrientationChangeOff()
{
delayOrientationChange = false;
delayCameraOrientationChange = false;
RemoveTimer( 'DelayOrientationChangeTimer' );
}
timer function DelayOrientationChangeTimer( time : float , id : int)
{
if ( ( actionType == 0 && theInput.GetActionValue( 'CastSignHold' ) == 0.f )
|| ( actionType == 2 && theInput.GetActionValue( 'SpecialAttackHeavy' ) == 0.f )
|| ( actionType == 3 && theInput.GetActionValue( 'ThrowItemHold' ) == 0.f )
|| ( actionType == 1 && !IsGuarded() )
|| ( VecLength( rawRightJoyVec ) > 0.f ) )
{
OnDelayOrientationChangeOff();
}
}
public function SetCombatActionHeading( heading : float )
{
combatActionHeading = heading;
}
public function GetCombatActionHeading() : float
{
return combatActionHeading;
}
protected function EnableCloseCombatCharacterRadius( flag : bool )
{
var actor : CActor;
actor = (CActor)slideTarget;
if ( flag )
{
this.GetMovingAgentComponent().SetVirtualRadius( 'CloseCombatCharacterRadius' );
if(actor)
actor.GetMovingAgentComponent().SetVirtualRadius( 'CloseCombatCharacterRadius' );
}
else
{
if ( this.IsInCombat() )
{
GetMovingAgentComponent().SetVirtualRadius( 'CombatCharacterRadius' );
if(actor)
actor.GetMovingAgentComponent().SetVirtualRadius( 'CombatCharacterRadius' );
}
else
{
this.GetMovingAgentComponent().ResetVirtualRadius();
if(actor)
actor.GetMovingAgentComponent().ResetVirtualRadius();
}
}
}
private var isSnappedToNavMesh : bool;
private var snapToNavMeshCachedFlag : bool;
public function SnapToNavMesh( flag : bool )
{
var comp : CMovingAgentComponent;
comp = (CMovingAgentComponent)this.GetMovingAgentComponent();
if ( comp )
{
comp.SnapToNavigableSpace( flag );
isSnappedToNavMesh = flag;
}
else
{
snapToNavMeshCachedFlag = flag;
AddTimer( 'DelayedSnapToNavMesh', 0.2f );
}
}
public final function PlayRuneword4FX(optional weaponType : EPlayerWeapon)
{
var hasSwordDrawn : bool;
var sword : SItemUniqueId;
if(abilityManager.GetOverhealBonus() > (0.005 * GetStatMax(BCS_Vitality)))
{
hasSwordDrawn = HasAbility('Runeword 4 _Stats', true);
if(!hasSwordDrawn && GetWitcherPlayer())
{
if(weaponType == PW_Steel)
{
if(GetWitcherPlayer().GetItemEquippedOnSlot(EES_SteelSword, sword))
hasSwordDrawn = inv.ItemHasAbility(sword, 'Runeword 4 _Stats');
}
else if(weaponType == PW_Silver)
{
if(GetWitcherPlayer().GetItemEquippedOnSlot(EES_SilverSword, sword))
hasSwordDrawn = inv.ItemHasAbility(sword, 'Runeword 4 _Stats');
}
}
if(hasSwordDrawn)
{
if(!IsEffectActive('runeword_4', true))
PlayEffect('runeword_4');
}
}
}
timer function DelayedSnapToNavMesh( dt : float, id : int)
{
SnapToNavMesh( snapToNavMeshCachedFlag );
}
saved var navMeshSnapInfoStack : array<name>;
public function EnableSnapToNavMesh( source : name, enable : bool )
{
if ( enable )
{
if ( !navMeshSnapInfoStack.Contains( source ) )
navMeshSnapInfoStack.PushBack( source );
}
else
{
if ( navMeshSnapInfoStack.Contains( source ) )
navMeshSnapInfoStack.Remove( source );
}
if ( navMeshSnapInfoStack.Size() > 0 )
SnapToNavMesh( true );
else
SnapToNavMesh( false );
}
public function ForceRemoveAllNavMeshSnaps()
{
navMeshSnapInfoStack.Clear();
SnapToNavMesh( false );
}
public function CanSprint( speed : float ) : bool
{
if( speed <= 0.8f )
{
return false;
}
if ( thePlayer.GetIsSprintToggled() )
{
}
else if ( !sprintActionPressed )
{
return false;
}
else if( !theInput.IsActionPressed('Sprint') || ( theInput.LastUsedGamepad() && IsInsideInteraction() && GetHowLongSprintButtonWasPressed() < 0.12 ) )
{
return false;
}
if ( thePlayer.HasBuff( EET_OverEncumbered ) )
{
return false;
}
if ( !IsSwimming() )
{
if ( ShouldUseStaminaWhileSprinting() && !GetIsSprinting() && !IsInCombat() && GetStatPercents(BCS_Stamina) <= 0.9 )
{
return false;
}
if( ( !IsCombatMusicEnabled() || IsInFistFightMiniGame() ) && ( !IsActionAllowed(EIAB_RunAndSprint) || !IsActionAllowed(EIAB_Sprint) ) )
{
return false;
}
if( IsTerrainTooSteepToRunUp() )
{
return false;
}
if( IsInCombatAction() )
{
return false;
}
if( IsInAir() )
{
return false;
}
}
if( theGame.IsFocusModeActive() )
{
return false;
}
return true;
}
public function SetTerrainPitch( pitch : float )
{
terrainPitch = pitch;
}
public function IsTerrainTooSteepToRunUp() : bool
{
return terrainPitch <= disableSprintTerrainPitch;
}
public function SetTempLookAtTarget( actor : CGameplayEntity )
{
tempLookAtTarget = actor;
}
private var beingWarnedBy : array<CActor>;
event OnBeingWarnedStart( sender : CActor )
{
if ( !beingWarnedBy.Contains(sender) )
beingWarnedBy.PushBack(sender);
}
event OnBeingWarnedStop( sender : CActor )
{
beingWarnedBy.Remove(sender);
}
event OnCanFindPath( sender : CActor )
{
AddCanFindPathEnemyToList(sender,true);
}
event OnCannotFindPath( sender : CActor )
{
AddCanFindPathEnemyToList(sender,false);
}
event OnBecomeAwareAndCanAttack( sender : CActor )
{
AddEnemyToHostileEnemiesList( sender, true );
OnApproachAttack( sender );
}
event OnBecomeUnawareOrCannotAttack( sender : CActor )
{
AddEnemyToHostileEnemiesList( sender, false );
OnApproachAttackEnd( sender );
OnCannotFindPath(sender);
}
event OnApproachAttack( sender : CActor )
{
AddEnemyToHostileEnemiesList( sender, true );
super.OnApproachAttack( sender );
}
event OnApproachAttackEnd( sender : CActor )
{
AddEnemyToHostileEnemiesList( sender, false );
super.OnApproachAttackEnd( sender );
}
event OnAttack( sender : CActor )
{
super.OnAttack( sender );
}
event OnAttackEnd( sender : CActor )
{
super.OnAttackEnd( sender );
}
event OnHitCeiling()
{
substateManager.ReactOnHitCeiling();
}
protected var hostileEnemies : array<CActor>;
private var hostileMonsters : array<CActor>;
function AddEnemyToHostileEnemiesList( actor : CActor, add : bool )
{
if ( add )
{
RemoveTimer( 'RemoveEnemyFromHostileEnemiesListTimer' );
if ( !hostileEnemies.Contains( actor ) )
{
hostileEnemies.PushBack( actor );
if( !actor.IsHuman() )
hostileMonsters.PushBack( actor );
}
}
else
{
if ( hostileEnemies.Size() == 1 )
{
if ( !actor.IsAlive() || actor.IsKnockedUnconscious() )
{
hostileEnemies.Remove( actor );
if( !actor.IsHuman() )
hostileMonsters.Remove( actor );
}
else
{
if( hostileEnemyToRemove )
{
hostileEnemies.Remove( hostileEnemyToRemove );
if( !hostileEnemyToRemove.IsHuman() )
hostileMonsters.Remove( hostileEnemyToRemove );
}
hostileEnemyToRemove = actor;
AddTimer( 'RemoveEnemyFromHostileEnemiesListTimer', 3.f );
}
}
else
{
hostileEnemies.Remove( actor );
if( !actor.IsHuman() )
hostileMonsters.Remove( actor );
}
}
}
public function ShouldEnableCombatMusic() : bool
{
var moveTargetNPC : CNewNPC;
if ( thePlayer.GetPlayerMode().GetForceCombatMode() )
return true;
else if ( !IsCombatMusicEnabled() )
{
if ( IsInCombat() )
return true;
else if ( IsThreatened() )
{
moveTargetNPC = (CNewNPC)moveTarget;
if ( moveTargetNPC.IsRanged() && hostileEnemies.Contains( moveTargetNPC ) )
return true;
else
return false;
}
else
return false;
}
else if ( ( thePlayer.IsThreatened() && ( hostileEnemies.Size() > 0 || thePlayer.GetPlayerCombatStance() == PCS_AlertNear ) )
|| IsInCombat()
|| finishableEnemiesList.Size() > 0
|| isInFinisher )
return true;
else
return false;
}
public var canFindPathEnemiesList : array<CActor>;
public var disablecanFindPathEnemiesListUpdate : bool;
private var lastCanFindPathEnemy : CActor;
private var cachedMoveTarget : CActor;
private var reachabilityTestId : int;
private var reachabilityTestId2 : int;
function AddCanFindPathEnemyToList( actor : CActor, add : bool )
{
if ( disablecanFindPathEnemiesListUpdate )
return;
if ( add && !canFindPathEnemiesList.Contains( actor ) )
{
canFindPathEnemiesList.PushBack(actor);
}
else if ( !add )
{
canFindPathEnemiesList.Remove(actor);
if ( canFindPathEnemiesList.Size() <= 0 )
playerMode.UpdateCombatMode();
}
}
public function ClearCanFindPathEnemiesList( dt : float, id : int )
{
canFindPathEnemiesList.Clear();
}
public var finishableEnemiesList : array<CActor>;
function AddToFinishableEnemyList( actor : CActor, add : bool )
{
if ( add && !finishableEnemiesList.Contains( actor ) )
{
finishableEnemiesList.PushBack(actor);
}
else if ( !add )
{
finishableEnemiesList.Remove(actor);
}
}
private function UpdateFinishableEnemyList()
{
var i : int;
i = 0;
while ( i < finishableEnemiesList.Size() )
{
if ( !finishableEnemiesList[ i ] )
{
finishableEnemiesList.EraseFast( i );
}
else
{
i += 1;
}
}
}
private timer function ClearFinishableEnemyList( dt : float, id : int )
{
finishableEnemiesList.Clear();
}
private var hostileEnemyToRemove : CActor;
private timer function RemoveEnemyFromHostileEnemiesListTimer( time : float , id : int)
{
hostileEnemies.Remove( hostileEnemyToRemove );
if( hostileEnemyToRemove.IsMonster() )
hostileMonsters.Remove( hostileEnemyToRemove );
hostileEnemyToRemove = NULL;
}
private function ClearHostileEnemiesList()
{
hostileEnemies.Clear();
hostileMonsters.Clear();
canFindPathEnemiesList.Clear();
}
private var moveTargets : array<CActor>;
public function GetMoveTargets() : array<CActor> { return moveTargets; }
public function GetNumberOfMoveTargets() : int { return moveTargets.Size(); }
public function GetHostileEnemies() : array<CActor> { return hostileEnemies; }
public function GetHostileEnemiesCount() : int { return hostileEnemies.Size(); }
protected var enableStrafe : bool;
public function FindMoveTarget()
{
var moveTargetDists : array<float>;
var moveTargetCanPathFinds : array<bool>;
var aPotentialMoveTargetCanFindPath : bool;
var newMoveTarget : CActor;
var actors : array<CActor>;
var currentHeading : float;
var size, i : int;
var playerToNewMoveTargetDist : float;
var playerToMoveTargetDist : float;
var confirmEmptyMoveTarget : bool;
var newEmptyMoveTargetTimer : float;
var wasVisibleInFullFrame : bool;
var setIsThreatened : bool;
var enemysTarget : CActor;
var isEnemyInCombat : bool;
var potentialMoveTargets : array<CActor>;
var onlyThreatTargets : bool;
thePlayer.SetupEnemiesCollection( enemyCollectionDist, enemyCollectionDist, 10, 'None', FLAG_Attitude_Neutral + FLAG_Attitude_Hostile + FLAG_Attitude_Friendly + FLAG_OnlyAliveActors );
if ( GetCurrentStateName() != 'PlayerDialogScene' && IsAlive() )
{
GetVisibleEnemies( actors );
if ( hostileEnemies.Size() > 0 )
{
for( i=0; i < hostileEnemies.Size() ; i+=1 )
{
if ( !actors.Contains( hostileEnemies[i] ) )
actors.PushBack( hostileEnemies[i] );
}
}
if ( finishableEnemiesList.Size() > 0 )
{
for( i=0; i < finishableEnemiesList.Size() ; i+=1 )
{
if ( !actors.Contains( finishableEnemiesList[i] ) )
actors.PushBack( finishableEnemiesList[i] );
}
}
if ( moveTarget && !actors.Contains( moveTarget ) )
actors.PushBack( moveTarget );
FilterActors( actors, onlyThreatTargets, false );
if ( actors.Size() > 0 )
{
setIsThreatened = false;
if ( onlyThreatTargets )
{
setIsThreatened = true;
}
else
{
for( i=0; i < actors.Size() ; i+=1 )
{
if ( IsThreat( actors[i] ) )
{
setIsThreatened = true;
break;
}
else
{
enemysTarget = actors[i].GetTarget();
isEnemyInCombat = actors[i].IsInCombat();
if ( isEnemyInCombat && enemysTarget && GetAttitudeBetween( enemysTarget, this ) == AIA_Friendly && enemysTarget.isPlayerFollower )
{
setIsThreatened = true;
break;
}
}
}
}
for( i = actors.Size()-1; i>=0; i-=1 )
{
if ( ( !actors[i].IsAlive() && !finishableEnemiesList.Contains( actors[i] ) )
|| actors[i].IsKnockedUnconscious()
|| this.GetUsedVehicle() == actors[i]
|| !actors[i].CanBeTargeted() )
{
actors.EraseFast(i);
}
else if ( !IsThreatened() )
{
if ( !WasVisibleInScaledFrame( actors[i], 1.f, 1.f ) )
actors.EraseFast(i);
}
}
}
else if ( moveTarget && IsThreat( moveTarget ) )
setIsThreatened = true;
else
setIsThreatened = false;
if ( setIsThreatened )
{
enemyCollectionDist = 50.f;
SetIsThreatened( true );
}
else
{
if ( IsThreatened() )
AddTimer( 'finishableEnemiesList', 1.f );
enemyCollectionDist = findMoveTargetDistMax;
SetIsThreatened( false );
}
moveTargets = actors;
potentialMoveTargets = moveTargets;
if ( !moveTarget )
enableStrafe = false;
if ( potentialMoveTargets.Size() > 0 )
{
for ( i = 0; i < potentialMoveTargets.Size(); i += 1 )
{
if ( potentialMoveTargets[i].CanBeStrafed() )
enableStrafe = true;
if ( !potentialMoveTargets[i].GetGameplayVisibility() )
moveTargetDists.PushBack( 100.f );
else
moveTargetDists.PushBack( VecDistance( potentialMoveTargets[i].GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() ) );
if ( canFindPathEnemiesList.Contains( potentialMoveTargets[i] ) )
{
moveTargetCanPathFinds.PushBack( true );
aPotentialMoveTargetCanFindPath = true;
}
else
{
moveTargetCanPathFinds.PushBack( false );
}
}
if ( aPotentialMoveTargetCanFindPath )
{
for ( i = moveTargetCanPathFinds.Size()-1 ; i >= 0; i-=1 )
{
if ( !moveTargetCanPathFinds[i] )
{
moveTargetCanPathFinds.EraseFast(i);
potentialMoveTargets.EraseFast(i);
moveTargetDists.EraseFast(i);
}
}
}
if ( moveTargetDists.Size() > 0 )
newMoveTarget = potentialMoveTargets[ ArrayFindMinF( moveTargetDists ) ];
}
if ( newMoveTarget && newMoveTarget != moveTarget )
{
if ( moveTarget )
{
playerToNewMoveTargetDist = VecDistance( newMoveTarget.GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() );
playerToMoveTargetDist = VecDistance( moveTarget.GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() );
wasVisibleInFullFrame = WasVisibleInScaledFrame( moveTarget, 1.f, 1.f ) ;
if ( !IsThreat( moveTarget )
|| !wasVisibleInFullFrame
|| !IsEnemyVisible( moveTarget )
|| ( !moveTarget.IsAlive() && !finishableEnemiesList.Contains( moveTarget ) )
|| !moveTarget.GetGameplayVisibility()
|| ( moveTarget.IsAlive() && moveTarget.IsKnockedUnconscious() )
|| ( wasVisibleInFullFrame && IsEnemyVisible( moveTarget ) && playerToNewMoveTargetDist < playerToMoveTargetDist - 0.25f ) )
{
SetMoveTarget( newMoveTarget );
}
}
else
SetMoveTarget( newMoveTarget );
}
if ( !IsThreatened() )
{
if ( moveTarget
&& ( ( !moveTarget.IsAlive() && !finishableEnemiesList.Contains( moveTarget ) ) || !WasVisibleInScaledFrame( moveTarget, 0.8f, 1.f ) || VecDistance( moveTarget.GetWorldPosition(), this.GetWorldPosition() ) > theGame.params.MAX_THROW_RANGE ) )
{
confirmEmptyMoveTarget = true;
newEmptyMoveTargetTimer = 0.f;
}
}
else if ( moveTarget && ( IsThreat( moveTarget ) || finishableEnemiesList.Contains( moveTarget ) ) )
{
if ( !IsEnemyVisible( moveTarget ) )
{
confirmEmptyMoveTarget = true;
newEmptyMoveTargetTimer = 5.f;
}
else
SetMoveTarget( moveTarget );
}
else if ( IsInCombat() )
{
confirmEmptyMoveTarget = true;
newEmptyMoveTargetTimer = 1.0f;
}
if ( confirmEmptyMoveTarget )
{
if ( newEmptyMoveTargetTimer < emptyMoveTargetTimer )
{
bIsConfirmingEmptyTarget = false;
emptyMoveTargetTimer = newEmptyMoveTargetTimer;
}
ConfirmEmptyMoveTarget( newEmptyMoveTargetTimer );
}
}
else
SetIsThreatened( false );
if ( IsThreatened() && !IsInFistFightMiniGame() )
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'CombatNearbyAction', 5.0, 18.0f, -1.f, -1, true );
else
theGame.GetBehTreeReactionManager().RemoveReactionEvent( this, 'CombatNearbyAction');
theSound.SoundParameter( "monster_count", hostileMonsters.Size() );
}
private function ConfirmEmptyMoveTarget( timeDelta : float )
{
if ( !bIsConfirmingEmptyTarget )
{
bIsConfirmingEmptyTarget = true;
AddTimer( 'ConfirmEmptyTargetTimer', timeDelta );
}
}
private timer function ConfirmEmptyTargetTimer( time : float , id : int)
{
SetMoveTarget( NULL );
}
var isInCombatReason : int;
var canFindPathToEnemy : bool;
var combatModeEnt : CEntity;
var navDist : float;
var directDist : float;
var reachableEnemyWasTooFar : bool;
var reachableEnemyWasTooFarTimeStamp : float;
var reachablilityFailed : bool;
var reachablilityFailedTimeStamp : float;
public function ShouldEnableCombat( out unableToPathFind : bool, forceCombatMode : bool ) : bool
{
var shouldFindPathToNPCs : bool;
var playerToTargetDist : float;
var canFindPathToTarget : bool;
var moveTargetNPC : CNewNPC;
var currentTime : float;
var currentTime2 : float;
var isReachableEnemyTooFar : bool;
var reachableEnemyWasTooFarTimeStampDelta : float;
var reachablilityFailedTimeStampDelta : float;
var currentTimeTemp : float;
if ( forceCombatMode && isSnappedToNavMesh )
return true;
if ( !IsThreatened() )
{
reachableEnemyWasTooFar = false;
reachablilityFailed = false;
isInCombatReason = 0;
return false;
}
if( thePlayer.substateManager.GetStateCur() != 'CombatExploration' && !thePlayer.substateManager.CanChangeToState( 'CombatExploration' )
&& thePlayer.substateManager.GetStateCur() != 'Ragdoll' )
{
reachableEnemyWasTooFar = false;
reachablilityFailed = false;
isInCombatReason = 0;
return false;
}
if ( moveTarget )
{
canFindPathToEnemy = CanFindPathToTarget( unableToPathFind );
currentTimeTemp = EngineTimeToFloat( theGame.GetEngineTime() );
if ( canFindPathToEnemy )
isReachableEnemyTooFar = IsReachableEnemyTooFar();
if ( IsInCombat() )
{
if ( canFindPathToEnemy )
{
if ( forceCombatMode )
return true;
reachablilityFailed = false;
reachablilityFailedTimeStamp = currentTimeTemp;
if ( reachableEnemyWasTooFar )
{
if ( isReachableEnemyTooFar )
{
currentTime = currentTimeTemp;
if ( GetIsSprinting() )
reachableEnemyWasTooFarTimeStampDelta = 0.f;
else
reachableEnemyWasTooFarTimeStampDelta = 3.f;
if ( currentTime > reachableEnemyWasTooFarTimeStamp + reachableEnemyWasTooFarTimeStampDelta )
{
isInCombatReason = 0;
unableToPathFind = true;
return false;
}
}
else
reachableEnemyWasTooFar = false;
}
else
{
if ( isReachableEnemyTooFar )
{
reachableEnemyWasTooFar = true;
reachableEnemyWasTooFarTimeStamp = currentTimeTemp;
}
else
reachableEnemyWasTooFar = false;
}
return true;
}
else
{
reachableEnemyWasTooFar = false;
reachableEnemyWasTooFarTimeStamp = currentTimeTemp;
if ( reachablilityFailed )
{
if ( IsEnemyTooHighToReach() )
reachablilityFailedTimeStampDelta = 1.f;
else
reachablilityFailedTimeStampDelta = 5.f;
currentTime2 = currentTimeTemp;
if ( currentTime2 > reachablilityFailedTimeStamp + reachablilityFailedTimeStampDelta )
{
unableToPathFind = true;
return false;
}
}
else
{
reachablilityFailed = true;
reachablilityFailedTimeStamp = currentTimeTemp;
}
return true;
}
}
else if ( canFindPathToEnemy )
{
if ( forceCombatMode )
{
reachableEnemyWasTooFar = false;
return true;
}
reachablilityFailed = false;
reachablilityFailedTimeStamp = currentTimeTemp;
moveTargetNPC = (CNewNPC)moveTarget;
playerToTargetDist = VecDistance( moveTarget.GetWorldPosition(), this.GetWorldPosition() );
if ( reachableEnemyWasTooFar
&& ( isReachableEnemyTooFar || !theGame.GetWorld().NavigationLineTest( this.GetWorldPosition(), moveTarget.GetWorldPosition(), 0.4f ) ) )
{
isInCombatReason = 0;
return false;
}
else if ( playerToTargetDist <= findMoveTargetDistMin )
isInCombatReason = 1;
else if ( ( moveTargetNPC.GetCurrentStance() == NS_Fly || moveTargetNPC.IsRanged() ) && hostileEnemies.Contains( moveTarget ) )
isInCombatReason = 2;
else
{
isInCombatReason = 0;
return false;
}
reachableEnemyWasTooFar = false;
return true;
}
}
else
{
reachableEnemyWasTooFar = false;
reachablilityFailed = false;
}
isInCombatReason = 0;
return false;
}
private function CanFindPathToTarget( out unableToPathFind : bool, optional forcedTarget : CNewNPC ) : bool
{
var moveTargetNPC : CNewNPC;
var moveTargetsTemp : array<CActor>;
var i : int;
var safeSpotTolerance : float;
var ent : CEntity;
moveTargetsTemp = moveTargets;
for ( i = 0; i < moveTargetsTemp.Size(); i += 1 )
{
moveTargetNPC = (CNewNPC)moveTargetsTemp[i];
if ( moveTargetNPC && moveTargetNPC.GetCurrentStance() == NS_Fly )
{
isInCombatReason = 2;
return true;
}
}
switch ( navQuery.GetLastOutput( 0.4 ) )
{
case EAsyncTastResult_Failure:
{
isInCombatReason = 0;
return false;
}
case EAsyncTastResult_Success:
{
ent = navQuery.GetOutputClosestEntity();
if ( ent )
combatModeEnt = moveTarget;
navDist = navQuery.GetOutputClosestDistance();
isInCombatReason = 1;
return true;
}
case EAsyncTastResult_Pending:
{
return canFindPathToEnemy;
}
case EAsyncTastResult_Invalidated:
{
if ( IsInCombat() )
{
if ( IsEnemyTooHighToReach() )
safeSpotTolerance = 0.f;
else
safeSpotTolerance = 3.f;
}
else
safeSpotTolerance = 0.f;
switch( navQuery.TestActorsList( ENavigationReachability_Any, this, moveTargetsTemp, safeSpotTolerance, 75.0 ) )
{
case EAsyncTastResult_Failure:
{
isInCombatReason = 0;
return false;
}
case EAsyncTastResult_Success:
{
ent = navQuery.GetOutputClosestEntity();
if ( ent )
combatModeEnt = moveTarget;
navDist = navQuery.GetOutputClosestDistance();
isInCombatReason = 1;
return true;
}
case EAsyncTastResult_Pending:
{
return canFindPathToEnemy;
}
case EAsyncTastResult_Invalidated:
{
if ( IsInCombat() )
return true;
else
return false;
}
}
}
}
}
private function IsReachableEnemyTooFar() : bool
{
var navDistLimit : float = findMoveTargetDist;
var navDistDivisor : float = 2.f;
var playerToTargetVector : Vector;
directDist = VecDistance( combatModeEnt.GetWorldPosition(), thePlayer.GetWorldPosition() );
playerToTargetVector = this.GetWorldPosition() - combatModeEnt.GetWorldPosition();
if ( playerMode.GetForceCombatMode() || isInCombatReason == 2 )
return false;
if ( ( playerToTargetVector.Z < 0.5 && navDist > navDistLimit && directDist < navDist/navDistDivisor ) )
return true;
else
return false;
}
private function IsEnemyTooHighToReach() : bool
{
var playerToTargetVector : Vector;
playerToTargetVector = this.GetWorldPosition() - combatModeEnt.GetWorldPosition();
if ( playerToTargetVector.Z < -0.5f && !theGame.GetWorld().NavigationLineTest( this.GetWorldPosition(), combatModeEnt.GetWorldPosition(), 0.4f ) )
return true;
else
return false;
}
public function LockToMoveTarget( lockTime : float )
{
}
private timer function DisableLockToMoveTargetTimer( time : float , id : int)
{
if ( !this.IsActorLockedToTarget() )
{
SetMoveTargetChangeAllowed( true );
}
}
public function SetMoveTargetChangeAllowed( flag : bool )
{
}
public function IsMoveTargetChangeAllowed() : bool
{
return bMoveTargetChangeAllowed;
}
public function SetMoveTarget( actor : CActor )
{
if ( !actor && ForceCombatModeOverride() )
return;
if ( IsMoveTargetChangeAllowed()
&& moveTarget != actor )
{
moveTarget = actor;
bIsConfirmingEmptyTarget = false;
RemoveTimer( 'ConfirmEmptyTargetTimer' );
if ( !moveTarget )
SetScriptMoveTarget( moveTarget );
}
}
private var isThreatened : bool;
protected function SetIsThreatened( flag : bool )
{
var allowSetIsThreatened : bool;
allowSetIsThreatened = true;
if ( ForceCombatModeOverride() )
{
if ( flag || !moveTarget )
allowSetIsThreatened = true;
else
allowSetIsThreatened = false;
}
if ( allowSetIsThreatened )
{
isThreatened = flag;
}
}
public function ForceCombatModeOverride() : bool
{
if( this.GetPlayerMode().GetForceCombatMode()
&& canFindPathToEnemy
&& theGame.GetGlobalAttitude( GetBaseAttitudeGroup(), moveTarget.GetBaseAttitudeGroup() ) == AIA_Hostile )
return true;
else
return false;
}
public function IsThreatened() : bool { return isThreatened; }
public function EnableFindTarget( flag : bool )
{
var target : CActor;
if( IsActorLockedToTarget() )
{
target = GetTarget();
if ( target && target.IsAlive() )
bCanFindTarget = flag;
else
bCanFindTarget = true;
}
else
bCanFindTarget = flag;
}
public function UpdateDisplayTarget( optional forceUpdate : bool, optional forceNullActor : bool )
{
var hud : CR4ScriptedHud;
var tempTarget : CGameplayEntity;
var angleDist1 : float;
var angleDist2 : float;
var nonActorTargetMult : float;
var combatActionType : int;
var currTarget : CActor;
var interactionTarget : CInteractionComponent;
var heading : float;
if(theGame.IsDialogOrCutscenePlaying())
{
currentSelectedDisplayTarget = NULL;
if ( displayTarget )
ConfirmDisplayTarget( NULL );
return;
}
if ( forceNullActor )
currTarget = NULL;
else
currTarget = GetTarget();
currentSelectedDisplayTarget = currTarget;
if ( currTarget && !currTarget.IsTargetableByPlayer() )
{
currentSelectedDisplayTarget = NULL;
ConfirmDisplayTarget( currentSelectedDisplayTarget );
return;
}
nonActorTargetMult = 1.25;
hud = (CR4ScriptedHud)theGame.GetHud();
if ( !IsThreatened() )
{
if ( !bLAxisReleased || lastAxisInputIsMovement )
{
if ( currTarget )
angleDist1 = AbsF( AngleDistance( this.GetHeading(), VecHeading( currTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
else
angleDist1 = 360;
if ( nonActorTarget )
angleDist2 = AbsF( AngleDistance( this.GetHeading(), VecHeading( nonActorTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
else
angleDist2 = 360;
}
else
{
if ( currTarget )
angleDist1 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( currTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
else
angleDist1 = 360;
if ( nonActorTarget )
angleDist2 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( nonActorTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
else
angleDist2 = 360;
}
}
else
{
if ( !bLAxisReleased )
{
if ( ShouldUsePCModeTargeting() )
{
if ( currTarget )
angleDist1 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( currTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
else
angleDist1 = 360;
if ( nonActorTarget && IsInCombatAction() )
{
angleDist2 = nonActorTargetMult * AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( nonActorTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
}
else
angleDist2 = 360;
}
else
{
if ( currTarget )
angleDist1 = AbsF( AngleDistance( rawPlayerHeading, VecHeading( currTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
else
angleDist1 = 360;
if ( nonActorTarget && IsInCombatAction() )
{
angleDist2 = nonActorTargetMult * AbsF( AngleDistance( rawPlayerHeading, VecHeading( nonActorTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
}
else
angleDist2 = 360;
}
}
else
{
angleDist1 = 0;
angleDist2 = 360;
}
}
if ( angleDist1 < angleDist2 )
tempTarget = currTarget;
else
tempTarget = nonActorTarget;
if ( slideTarget && IsInCombatAction() )
{
combatActionType = (int)this.GetBehaviorVariable( 'combatActionType' );
if ( combatActionType == (int)CAT_Attack
|| ( combatActionType == (int)CAT_SpecialAttack && this.GetBehaviorVariable( 'playerAttackType' ) == 1.f )
|| ( combatActionType == (int)CAT_ItemThrow )
|| ( combatActionType == (int)CAT_CastSign && !IsCurrentSignChanneled() )
|| ( combatActionType == (int)CAT_CastSign && IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Axii )
|| ( combatActionType == (int)CAT_CastSign && IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Igni )
|| combatActionType == (int)CAT_Dodge
|| combatActionType == (int)CAT_Roll )
{
if ( combatActionType == (int)CAT_CastSign && GetCurrentlyCastSign() == ST_Igni && !IsCombatMusicEnabled() )
currentSelectedDisplayTarget = tempTarget;
else
currentSelectedDisplayTarget = slideTarget;
}
else
currentSelectedDisplayTarget = tempTarget;
}
else if ( slideTarget
&& this.rangedWeapon
&& this.rangedWeapon.GetCurrentStateName() != 'State_WeaponWait'
&& this.playerAiming.GetCurrentStateName() == 'Waiting' )
currentSelectedDisplayTarget = slideTarget;
else
currentSelectedDisplayTarget = tempTarget;
interactionTarget = theGame.GetInteractionsManager().GetActiveInteraction();
if ( interactionTarget && !IsThreatened() && !( this.IsCastingSign() && this.IsCurrentSignChanneled() ) )
{
tempTarget = (CGameplayEntity)interactionTarget.GetEntity();
if ( tempTarget && tempTarget != this.GetUsedVehicle() )
{
currentSelectedDisplayTarget = tempTarget;
SetDisplayTarget( currentSelectedDisplayTarget );
}
}
if ( (CActor)currentSelectedDisplayTarget && !((CActor)currentSelectedDisplayTarget).GetGameplayVisibility() )
{
currentSelectedDisplayTarget = NULL;
}
if ( displayTarget != currentSelectedDisplayTarget )
{
if ( forceUpdate )
SetDisplayTarget( currentSelectedDisplayTarget );
else
ConfirmDisplayTarget( currentSelectedDisplayTarget );
}
}
private var bConfirmDisplayTargetTimerEnabled : bool;
private var displayTargetToConfirm : CGameplayEntity;
private var currentSelectedDisplayTarget : CGameplayEntity;
private function ConfirmDisplayTarget( targetToConfirm : CGameplayEntity )
{
if ( targetToConfirm != displayTarget )
{
displayTargetToConfirm = targetToConfirm;
if( !bConfirmDisplayTargetTimerEnabled )
{
bConfirmDisplayTargetTimerEnabled = true;
if ( targetToConfirm )
AddTimer( 'ConfirmDisplayTargetTimer', 0.1f );
else
AddTimer( 'ConfirmDisplayTargetTimer', 0.f );
}
}
}
private timer function ConfirmDisplayTargetTimer( time : float, optional id : int)
{
if ( displayTargetToConfirm == currentSelectedDisplayTarget )
SetDisplayTarget( displayTargetToConfirm );
bConfirmDisplayTargetTimerEnabled = false;
}
protected function SetDisplayTarget( e : CGameplayEntity )
{
var displayTargetActor : CActor;
if ( e != displayTarget )
{
displayTarget = e;
displayTargetActor = (CActor)displayTarget;
SetPlayerCombatTarget( displayTargetActor );
if ( displayTargetActor && !displayTargetActor.IsTargetableByPlayer())
{
isDisplayTargetTargetable = false;
}
else if ( !displayTargetActor && displayTarget != nonActorTarget )
{
isDisplayTargetTargetable = false;
}
else
{
isDisplayTargetTargetable = true;
}
}
}
public function GetDisplayTarget() : CGameplayEntity { return displayTarget; }
private var isDisplayTargetTargetable : bool;
public function IsDisplayTargetTargetable() : bool
{
return isDisplayTargetTargetable;
}
public var radialSlots : array<name>;
public function EnableRadialSlots( enable : bool, slotNames : array<name> )
{
var hud : CR4ScriptedHud;
var module : CR4HudModuleRadialMenu;
var i : int;
hud = (CR4ScriptedHud)theGame.GetHud();
module = (CR4HudModuleRadialMenu)hud.GetHudModule("RadialMenuModule");
for(i=0; i<slotNames.Size(); i+=1)
{
module.SetDesaturated( !enable, slotNames[i] );
}
}
public function IsEnemyInCone( source : CActor, coneHeading : Vector, coneDist, coneAngle : float, out newLockTarget : CActor ) : bool
{
var targets : array<CActor>;
var sourceToTargetDists : array<float>;
var i : int;
var targetingInfo : STargetingInfo;
targets = GetMoveTargets();
if ( targets.Size() > 0 )
{
targetingInfo.source = this;
targetingInfo.canBeTargetedCheck = true;
targetingInfo.coneCheck = true;
targetingInfo.coneHalfAngleCos = CosF( Deg2Rad( coneAngle * 0.5f ) );
targetingInfo.coneDist = coneDist;
targetingInfo.coneHeadingVector = coneHeading;
targetingInfo.distCheck = true;
targetingInfo.invisibleCheck = true;
targetingInfo.navMeshCheck = true;
targetingInfo.inFrameCheck = false;
targetingInfo.frameScaleX = 1.f;
targetingInfo.frameScaleY = 1.f;
targetingInfo.knockDownCheck = false;
targetingInfo.knockDownCheckDist = 1.5f;
targetingInfo.rsHeadingCheck = false;
targetingInfo.rsHeadingLimitCos = 1.0f;
for( i = targets.Size() - 1; i >= 0; i -= 1 )
{
targetingInfo.targetEntity = targets[i];
if ( !IsEntityTargetable( targetingInfo ) )
targets.Erase( i );
}
for ( i = 0; i < targets.Size(); i += 1 )
sourceToTargetDists.PushBack( VecDistance( source.GetWorldPosition(), targets[i].GetWorldPosition() ) );
if(sourceToTargetDists.Size() > 0)
newLockTarget = targets[ ArrayFindMinF( sourceToTargetDists ) ];
else
newLockTarget = NULL;
}
return targets.Size() > 0;
}
public function GetScreenSpaceLockTarget( sourceEnt : CGameplayEntity, coneAngle, coneDist, coneHeading : float, optional inFrameCheck : bool ) : CActor
{
var source : CActor;
var sourcePos, targetPos : Vector;
var targets : array<CActor>;
var sourceToTargetDists : array<float>;
var sourceCoord : Vector;
var targetCoord : Vector;
var i : int;
var angleDiff : float;
var sourceToTargetHeading : float;
var sourceToTargetDist : float;
var size : float;
var targetingDist : float;
var targetingInfo : STargetingInfo;
var temp : int;
source = (CActor)sourceEnt;
targets = GetMoveTargets();
if ( this.IsPCModeEnabled() )
{
if ( ( coneHeading > -45.f && coneHeading < 45.f )
|| coneHeading > 135.f
|| coneHeading < -135.f )
{
if ( coneHeading > 0 )
coneHeading = 180 - coneHeading;
else
coneHeading = 180 + coneHeading;
}
}
for( i = targets.Size() - 1; i >= 0; i -= 1 )
{
if ( ( !targets[i].GetGameplayVisibility() || !IsThreat( targets[i] ) || !IsEnemyVisible( targets[i] ) || !this.CanBeTargetedIfSwimming( targets[i] ) )
&& ( !IsCastingSign() || GetCurrentlyCastSign() != ST_Axii ) )
targets.Erase(i);
}
if ( source )
{
temp = source.GetTorsoBoneIndex();
if ( temp < 0 )
sourcePos = source.GetWorldPosition();
else
sourcePos = MatrixGetTranslation( source.GetBoneWorldMatrixByIndex( source.GetTorsoBoneIndex() ) );
}
else
sourcePos = sourceEnt.GetWorldPosition();
theCamera.WorldVectorToViewRatio( sourcePos, sourceCoord.X , sourceCoord.Y );
targetingDist = softLockDistVehicle;
if ( targets.Size() > 0 )
{
targetingInfo.source = this;
targetingInfo.canBeTargetedCheck = true;
targetingInfo.coneCheck = false;
targetingInfo.coneHalfAngleCos = 0.86602540378f;
targetingInfo.coneDist = targetingDist;
targetingInfo.coneHeadingVector = Vector( 0.0f, 1.0f, 0.0f );
targetingInfo.distCheck = true;
targetingInfo.invisibleCheck = true;
targetingInfo.navMeshCheck = false;
if ( inFrameCheck )
targetingInfo.inFrameCheck = true;
else
targetingInfo.inFrameCheck = false;
targetingInfo.frameScaleX = 1.f;
targetingInfo.frameScaleY = 1.f;
targetingInfo.knockDownCheck = false;
targetingInfo.knockDownCheckDist = softLockDist;
if ( bRAxisReleased )
targetingInfo.rsHeadingCheck = false;
else
targetingInfo.rsHeadingCheck = true;
targetingInfo.rsHeadingLimitCos = -0.5f;
for( i = targets.Size() - 1; i >= 0; i -= 1 )
{
temp = targets[i].GetTorsoBoneIndex();
if ( temp < 0 )
targetPos = targets[i].GetWorldPosition();
else
targetPos = MatrixGetTranslation( targets[i].GetBoneWorldMatrixByIndex( targets[i].GetTorsoBoneIndex() ) );
theCamera.WorldVectorToViewRatio( targetPos, targetCoord.X, targetCoord.Y );
sourceToTargetHeading = VecHeading( targetCoord - sourceCoord );
angleDiff = AbsF( AngleDistance( coneHeading, sourceToTargetHeading ) );
targetingInfo.targetEntity = targets[i];
if ( !IsEntityTargetable( targetingInfo ) )
targets.Erase( i );
else if ( !bRAxisReleased && angleDiff > ( coneAngle * 0.5 ) )
targets.Erase( i );
else if ( targets[i] == sourceEnt )
targets.Erase( i );
}
}
size = targets.Size();
if ( size > 0 )
{
for ( i = 0; i < targets.Size(); i += 1 )
{
temp = targets[i].GetTorsoBoneIndex();
if ( temp < 0 )
targetPos = targets[i].GetWorldPosition();
else
targetPos = MatrixGetTranslation( targets[i].GetBoneWorldMatrixByIndex( targets[i].GetTorsoBoneIndex() ) );
theCamera.WorldVectorToViewRatio( targetPos, targetCoord.X, targetCoord.Y );
sourceToTargetHeading = AbsF( VecHeading( targetCoord - sourceCoord ) );
angleDiff = AngleDistance( 180, sourceToTargetHeading );
sourceToTargetDist = VecDistance2D( sourceCoord, targetCoord );
sourceToTargetDists.PushBack( SinF( Deg2Rad( angleDiff ) ) * sourceToTargetDist );
}
}
if ( targets.Size() > 0 )
return targets[ ArrayFindMinF( sourceToTargetDists ) ];
else
return NULL;
}
public function IsEntityTargetable( out info : STargetingInfo, optional usePrecalcs : bool ) : bool
{
var playerHasBlockingBuffs : bool;
var sourceActor : CActor;
var targetEntity : CEntity;
var targetActor : CActor;
var targetNPC : CNewNPC;
var sourcePosition : Vector;
var targetPosition : Vector;
var direction : Vector;
var sourceToTargetDist : float;
var sourceCapsuleRadius : float;
var mpac : CMovingPhysicalAgentComponent;
var coneDistSq : float;
var knockDownCheckDistSq : float;
var sourceToTargetAngleDist : float;
var b : bool;
var infoSourceWorldPos : Vector;
var infoTargetWorldPos : Vector;
var finishEnabled : bool;
if ( usePrecalcs )
{
playerHasBlockingBuffs = targetingIn.playerHasBlockingBuffs;
}
else
{
playerHasBlockingBuffs = thePlayer.HasBuff( EET_Confusion ) || thePlayer.HasBuff( EET_Hypnotized ) || thePlayer.HasBuff( EET_Blindness ) || thePlayer.HasBuff( EET_WraithBlindness );
}
if ( playerHasBlockingBuffs )
{
return false;
}
sourceActor = info.source;
targetEntity = info.targetEntity;
if ( !sourceActor || !targetEntity )
{
return false;
}
targetActor = (CActor)targetEntity;
if ( info.canBeTargetedCheck && !targetActor.CanBeTargeted() )
{
return false;
}
if ( info.invisibleCheck && !targetActor.GetGameplayVisibility() )
{
return false;
}
sourcePosition = sourceActor.GetWorldPosition();
targetPosition = targetEntity.GetWorldPosition();
if ( targetActor )
{
{
targetNPC = (CNewNPC)targetActor;
if ( targetNPC )
{
if ( targetNPC.IsHorse() && !targetNPC.GetHorseComponent().IsDismounted() )
{
return false;
}
}
}
}
if ( info.distCheck || info.knockDownCheck )
{
if ( usePrecalcs )
{
if ( targetActor )
{
sourceToTargetDist = Distance2DBetweenCapsuleAndPoint( targetActor, sourceActor ) - targetingPrecalcs.playerRadius;
}
else
{
sourceToTargetDist = VecDistance2D( sourcePosition, targetPosition ) - targetingPrecalcs.playerRadius;
}
}
else
{
if ( targetActor )
{
sourceToTargetDist = Distance2DBetweenCapsules( sourceActor, targetActor );
}
else
{
sourceToTargetDist = Distance2DBetweenCapsuleAndPoint( sourceActor, targetEntity );
}
}
}
if ( info.distCheck )
{
if ( sourceToTargetDist >= info.coneDist )
{
return false;
}
}
if ( info.coneCheck || info.rsHeadingCheck )
{
direction = VecNormalize2D( targetPosition - sourcePosition );
}
if ( info.coneCheck )
{
if ( VecDot2D( direction, info.coneHeadingVector ) < info.coneHalfAngleCos )
{
return false;
}
}
if ( info.rsHeadingCheck )
{
if ( usePrecalcs )
{
if ( VecDot2D( direction, targetingIn.lookAtDirection ) < info.rsHeadingLimitCos )
{
return false;
}
}
else
{
if ( VecDot2D( direction, VecNormalize2D( GetLookAtPosition() - sourcePosition ) ) < info.rsHeadingLimitCos )
{
return false;
}
}
}
if ( info.inFrameCheck && !WasVisibleInScaledFrame( targetEntity, info.frameScaleX, info.frameScaleY ) )
{
return false;
}
if ( info.navMeshCheck && !IsSwimming() )
{
sourceCapsuleRadius = 0.1f;
if ( usePrecalcs )
{
sourceCapsuleRadius = targetingPrecalcs.playerRadius;
}
else
{
mpac = (CMovingPhysicalAgentComponent)sourceActor.GetMovingAgentComponent();
if ( mpac )
{
sourceCapsuleRadius = mpac.GetCapsuleRadius();
}
}
if ( !theGame.GetWorld().NavigationLineTest( sourcePosition, targetPosition, sourceCapsuleRadius ) )
{
return false;
}
}
if ( info.knockDownCheck )
{
if ( targetActor && !targetActor.IsAlive() )
{
finishEnabled = targetActor.GetComponent( 'Finish' ).IsEnabled();
if ( finishEnabled )
{
if ( finishableEnemiesList.Contains( targetActor ) )
{
if ( sourceToTargetDist >= info.knockDownCheckDist )
{
return false;
}
}
}
}
}
return true;
}
public function CanBeTargetedIfSwimming( actor : CActor, optional usePrecalcs : bool ) : bool
{
var subDepth : float;
var isDiving : bool;
if ( !actor )
{
return false;
}
if ( usePrecalcs )
{
isDiving = targetingIn.isDiving;
}
else
{
isDiving = IsSwimming() && OnCheckDiving();
}
subDepth = ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetSubmergeDepth();
if ( isDiving )
{
return ( subDepth < -1.0f );
}
else
{
return ( subDepth >= -1.0f );
}
}
private function FilterActors( out targets : array<CActor>, out onlyThreatsReturned : bool, optional usePrecalcs : bool )
{
var i : int;
var size : int;
var foundThreat : bool;
var foundNonThreat : bool;
var threatsCount : int;
var tmpActor : CActor;
foundThreat = false;
foundNonThreat = false;
size = targets.Size();
i = 0;
threatsCount = 0;
for ( i = 0; i < size; i+=1 )
{
if( IsThreat( targets[ i ], usePrecalcs ) )
{
foundThreat = true;
if ( i != threatsCount )
{
tmpActor = targets[ i ];
targets[ i ] = targets[ threatsCount ];
targets[ threatsCount ] = tmpActor;
}
threatsCount += 1;
}
else
{
foundNonThreat = true;
}
}
if ( foundThreat )
{
onlyThreatsReturned = true;
if ( foundNonThreat )
{
targets.Resize( threatsCount );
}
}
}
private function InternalFindTargetsInCone( out targets : array< CActor >, out outHeadingVector : Vector, optional usePrecalcs : bool )
{
var size, i : int;
var coneHalfAngleDot : float;
var coneHeading : float;
var coneHeadingVector : Vector;
var position : Vector;
var direction : Vector;
var onlyThreatTargetsFound : bool;
targets.Clear();
GetVisibleEnemies( targets );
for( i = 0; i < finishableEnemiesList.Size() ; i+=1 )
{
if ( !targets.Contains( finishableEnemiesList[i] ) )
{
targets.PushBack( finishableEnemiesList[i] );
}
}
onlyThreatTargetsFound = false;
FilterActors( targets, onlyThreatTargetsFound, true );
if ( IsCombatMusicEnabled() && targets.Size() > 0 && !onlyThreatTargetsFound && !IsThreat( targets[0], usePrecalcs ) )
{
targets.Clear();
}
coneHeading = 0.0f;
coneHalfAngleDot = 0.0f;
if ( ( orientationTarget == OT_Camera ) || ( orientationTarget == OT_CameraOffset ) )
{
if ( usePrecalcs )
{
coneHeading = targetingPrecalcs.cameraHeading;
}
else
{
coneHeading = theGame.GetGameCamera().GetHeading();
}
coneHalfAngleDot = 0.5f;
}
else
{
if ( IsSwimming() )
{
if ( usePrecalcs )
{
coneHeading = targetingPrecalcs.cameraHeading;
}
else
{
coneHeading = theGame.GetGameCamera().GetHeading();
}
coneHalfAngleDot = 0.17364817766f;
}
else if ( bLAxisReleased )
{
if( IsInCombatAction() )
{
coneHeading = GetCombatActionHeading();
}
else
{
if ( ShouldUsePCModeTargeting() )
coneHeading = theGame.GetGameCamera().GetHeading();
else
coneHeading = cachedRawPlayerHeading;
}
if ( IsInCombat() )
{
if ( ShouldUsePCModeTargeting() )
coneHalfAngleDot = -1;
else
coneHalfAngleDot = 0.17364817766f;
}
else
{
coneHalfAngleDot = -1.0f;
}
}
else
{
if( IsInCombatAction() )
{
coneHeading = GetCombatActionHeading();
}
else
{
if ( ShouldUsePCModeTargeting() )
coneHeading = theGame.GetGameCamera().GetHeading();
else
coneHeading = cachedRawPlayerHeading;
}
if ( ShouldUsePCModeTargeting() )
coneHalfAngleDot = -1;
else
coneHalfAngleDot = 0.17364817766f;
}
coneHeadingVector = VecFromHeading( coneHeading );
position = this.GetWorldPosition();
for ( i = targets.Size() - 1; i >= 0; i -= 1 )
{
if ( !targets[i] )
{
targets.EraseFast(i);
continue;
}
direction = VecNormalize2D( targets[i].GetWorldPosition() - position );
if ( VecDot2D( coneHeadingVector, direction ) < coneHalfAngleDot )
{
targets.EraseFast( i );
}
}
}
outHeadingVector = coneHeadingVector;
}
function InitTargeting()
{
var consts : SR4PlayerTargetingConsts;
if ( !targeting )
{
targeting = new CR4PlayerTargeting in this;
}
if ( targeting )
{
consts.softLockDistance = this.softLockDist;
consts.softLockFrameSize = this.softLockFrameSize;
targeting.SetConsts( consts );
}
}
function PrepareTargetingIn( actionCheck : bool, bufferActionType : EBufferActionType, actionInput : bool )
{
var coneDist : float;
if ( actionCheck && bufferActionType == EBAT_ItemUse )
{
coneDist = findMoveTargetDist;
}
else if ( IsSwimming() )
{
coneDist = theGame.params.MAX_THROW_RANGE;
}
else if ( ( GetPlayerCombatStance() == PCS_AlertNear ) && ( ( playerMoveType == PMT_Walk ) || ( playerMoveType == PMT_Idle ) ) )
{
coneDist = softLockDist;
}
else
{
coneDist = findMoveTargetDist;
}
targetingIn.canFindTarget = this.bCanFindTarget;
targetingIn.playerHasBlockingBuffs = thePlayer.HasBuff( EET_Confusion ) || thePlayer.HasBuff( EET_Hypnotized ) || thePlayer.HasBuff( EET_Blindness ) || thePlayer.HasBuff( EET_WraithBlindness );
targetingIn.isHardLockedToTarget = this.IsHardLockEnabled();
targetingIn.isActorLockedToTarget = this.IsActorLockedToTarget();
targetingIn.isCameraLockedToTarget = this.IsCameraLockedToTarget();
targetingIn.actionCheck = actionCheck;
targetingIn.actionInput = actionInput;
targetingIn.isInCombatAction = this.IsInCombatAction();
targetingIn.isLAxisReleased = this.bLAxisReleased;
targetingIn.isLAxisReleasedAfterCounter = this.lAxisReleasedAfterCounter;
targetingIn.isLAxisReleasedAfterCounterNoCA = this.lAxisReleasedAfterCounterNoCA;
targetingIn.lastAxisInputIsMovement = this.lastAxisInputIsMovement;
targetingIn.isAiming = this.playerAiming.GetCurrentStateName() == 'Aiming';
targetingIn.isSwimming = this.IsSwimming();
targetingIn.isDiving = this.IsSwimming() && OnCheckDiving();
targetingIn.isThreatened = this.IsThreatened();
targetingIn.isCombatMusicEnabled = this.IsCombatMusicEnabled();
targetingIn.isPcModeEnabled = this.IsPCModeEnabled();
targetingIn.isInParryOrCounter = this.isInParryOrCounter;
targetingIn.shouldUsePcModeTargeting = this.ShouldUsePCModeTargeting();
targetingIn.bufferActionType = bufferActionType;
targetingIn.orientationTarget = this.GetOrientationTarget();
targetingIn.coneDist = coneDist;
targetingIn.findMoveTargetDist = this.findMoveTargetDist;
targetingIn.cachedRawPlayerHeading = this.cachedRawPlayerHeading;
targetingIn.combatActionHeading = this.GetCombatActionHeading();
targetingIn.rawPlayerHeadingVector = VecFromHeading( this.rawPlayerHeading );
targetingIn.lookAtDirection = VecNormalize2D( this.GetLookAtPosition() - GetWorldPosition() );
targetingIn.moveTarget = this.moveTarget;
targetingIn.aimingTarget = this.playerAiming.GetAimedTarget();
targetingIn.displayTarget = (CActor)this.displayTarget;
targetingIn.finishableEnemies = this.finishableEnemiesList;
targetingIn.hostileEnemies = this.hostileEnemies;
targetingIn.defaultSelectionWeights = ProcessSelectionWeights();
}
function ResetTargetingOut()
{
targetingOut.target = NULL;
targetingOut.result = false;
targetingOut.confirmNewTarget = false;
targetingOut.forceDisableUpdatePosition = false;
}
function MakeFindTargetPrecalcs()
{
var mpac : CMovingPhysicalAgentComponent;
targetingPrecalcs.playerPosition = thePlayer.GetWorldPosition();
targetingPrecalcs.playerHeading = thePlayer.GetHeading();
targetingPrecalcs.playerHeadingVector = thePlayer.GetHeadingVector();
targetingPrecalcs.playerHeadingVector.Z = 0;
targetingPrecalcs.playerHeadingVector = VecNormalize2D( targetingPrecalcs.playerHeadingVector );
targetingPrecalcs.playerRadius = 0.5f;
mpac = (CMovingPhysicalAgentComponent)thePlayer.GetMovingAgentComponent();
if ( mpac )
{
targetingPrecalcs.playerRadius = mpac.GetCapsuleRadius();
}
targetingPrecalcs.cameraPosition = theCamera.GetCameraPosition();
targetingPrecalcs.cameraDirection = theCamera.GetCameraDirection();
targetingPrecalcs.cameraHeadingVector = targetingPrecalcs.cameraDirection;
targetingPrecalcs.cameraHeadingVector.Z = 0;
targetingPrecalcs.cameraHeadingVector = VecNormalize2D( targetingPrecalcs.cameraHeadingVector );
targetingPrecalcs.cameraHeading = VecHeading( targetingPrecalcs.cameraHeadingVector );
}
public function GetForceDisableUpdatePosition() : bool
{
return targetingOut.forceDisableUpdatePosition;
}
public function SetUseNativeTargeting( use : bool )
{
useNativeTargeting = use;
}
protected function FindTarget( optional actionCheck : bool, optional action : EBufferActionType, optional actionInput : bool ) : CActor
{
if ( IsCombatMusicEnabled() && !IsInCombat() && reachableEnemyWasTooFar )
{
playerMode.UpdateCombatMode();
}
PrepareTargetingIn( actionCheck, action, actionInput );
if ( useNativeTargeting )
{
targeting.BeginFindTarget( targetingIn );
targeting.FindTarget();
targeting.EndFindTarget( targetingOut );
}
else
{
UpdateVisibleActors();
MakeFindTargetPrecalcs();
ResetTargetingOut();
FindTarget_Scripted();
}
if ( targetingOut.result )
{
if ( targetingOut.confirmNewTarget )
{
ConfirmNewTarget( targetingOut.target );
}
return targetingOut.target;
}
return NULL;
}
protected function FindTarget_Scripted()
{
var currentTarget : CActor;
var newTarget : CActor;
var selectedTarget : CActor;
var displayTargetActor : CActor;
var playerPosition : Vector;
var playerHeadingVector : Vector;
var cameraPosition : Vector;
var cameraHeadingVector : Vector;
var selectionHeadingVector : Vector;
var targetingInfo : STargetingInfo;
var selectionWeights : STargetSelectionWeights;
var targets : array< CActor >;
var isMoveTargetTargetable : bool;
var targetChangeFromActionInput : bool;
var retainCurrentTarget : bool;
playerPosition = this.GetWorldPosition();
playerHeadingVector = targetingPrecalcs.playerHeadingVector;
cameraPosition = theCamera.GetCameraPosition();
cameraHeadingVector = targetingPrecalcs.cameraHeadingVector;
currentTarget = GetTarget();
if ( currentTarget )
{
if ( IsHardLockEnabled() && currentTarget.IsAlive() && !currentTarget.IsKnockedUnconscious() )
{
if ( VecDistanceSquared( playerPosition, currentTarget.GetWorldPosition() ) > 50.f * 50.0f )
{
HardLockToTarget( false );
}
else
{
targetingOut.target = currentTarget;
targetingOut.result = true;
return;
}
}
GetVisualDebug().AddSphere('target', 1.0f, currentTarget.GetWorldPosition(), true, Color( 255, 255, 0 ), 1.0f );
}
if ( bCanFindTarget && !IsActorLockedToTarget() )
{
if ( !targetingIn.playerHasBlockingBuffs )
{
InternalFindTargetsInCone( targets, selectionHeadingVector, true );
}
targetingInfo.source = this;
targetingInfo.canBeTargetedCheck = true;
targetingInfo.coneCheck = false;
targetingInfo.coneHalfAngleCos = 1.0f;
targetingInfo.coneDist = targetingIn.coneDist;
targetingInfo.distCheck = true;
targetingInfo.invisibleCheck = true;
targetingInfo.navMeshCheck = false;
if ( ShouldUsePCModeTargeting() )
targetingInfo.inFrameCheck = false;
else
targetingInfo.inFrameCheck = true;
targetingInfo.frameScaleX = 1.0f;
targetingInfo.frameScaleY = 1.0f;
targetingInfo.knockDownCheck = false;
targetingInfo.knockDownCheckDist = 1.5f;
targetingInfo.rsHeadingCheck = false;
targetingInfo.rsHeadingLimitCos = 1.0f;
if ( currentTarget )
{
targetingInfo.targetEntity = currentTarget;
if ( !IsEntityTargetable( targetingInfo, true ) )
{
currentTarget = NULL;
}
if ( currentTarget && !CanBeTargetedIfSwimming( currentTarget, true ) )
{
currentTarget = NULL;
}
}
isMoveTargetTargetable = false;
if ( moveTarget )
{
if ( CanBeTargetedIfSwimming( moveTarget, true ) )
{
targetingInfo.targetEntity = moveTarget;
targetingInfo.coneDist = findMoveTargetDist;
targetingInfo.inFrameCheck = false;
if ( IsEntityTargetable( targetingInfo, true ) )
{
isMoveTargetTargetable = true;
}
}
}
targetingInfo.coneDist = targetingIn.coneDist;
if ( !targetingIn.playerHasBlockingBuffs )
{
RemoveNonTargetable( targets, targetingInfo, selectionHeadingVector );
}
newTarget = NULL;
if ( this.playerAiming.GetCurrentStateName() == 'Aiming' )
{
newTarget = this.playerAiming.GetAimedTarget();
if ( !newTarget )
{
selectionWeights.angleWeight = 1.f;
selectionWeights.distanceWeight = 0.f;
selectionWeights.distanceRingWeight = 0.f;
selectedTarget = SelectTarget( targets, false, cameraPosition, cameraHeadingVector, selectionWeights, true );
newTarget = selectedTarget;
}
}
else if ( IsSwimming() )
{
selectionWeights.angleWeight = 0.9f;
selectionWeights.distanceWeight = 0.1f;
selectionWeights.distanceRingWeight = 0.f;
selectedTarget = SelectTarget( targets, true, cameraPosition, cameraHeadingVector, selectionWeights, true );
newTarget = selectedTarget;
}
else if ( IsThreatened() )
{
if ( IsCameraLockedToTarget() )
{
if ( currentTarget && !currentTarget.GetGameplayVisibility() )
{
ForceSelectLockTarget();
}
}
displayTargetActor = (CActor)displayTarget;
selectedTarget = SelectTarget( targets, true, playerPosition, selectionHeadingVector, targetingIn.defaultSelectionWeights, true );
if ( !selectedTarget )
{
targetingOut.forceDisableUpdatePosition = true;
}
targetChangeFromActionInput = targetingIn.actionInput && !lAxisReleasedAfterCounter;
if ( selectedTarget &&
( !IsThreat( currentTarget, true ) || ShouldUsePCModeTargeting() || ( !IsInCombatAction() && !lAxisReleasedAfterCounterNoCA ) || targetChangeFromActionInput ) )
{
newTarget = selectedTarget;
}
else if ( displayTargetActor &&
( ( bLAxisReleased && !ShouldUsePCModeTargeting() )|| IsInCombatAction() ) &&
( displayTargetActor.IsAlive() || finishableEnemiesList.Contains( displayTargetActor ) ) &&
displayTargetActor.GetGameplayVisibility() &&
( IsEnemyVisible( displayTargetActor ) || finishableEnemiesList.Contains( displayTargetActor ) ) &&
this.CanBeTargetedIfSwimming( displayTargetActor, true ) &&
IsThreat( displayTargetActor, true ) &&
WasVisibleInScaledFrame( displayTargetActor, 1.f, 1.f ) )
{
newTarget = displayTargetActor;
}
else if ( moveTarget &&
isMoveTargetTargetable &&
( !IsInCombatAction() || isInParryOrCounter || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Roll ) )
{
newTarget = moveTarget;
}
else
{
newTarget = NULL;
}
}
else
{
retainCurrentTarget = false;
if ( lAxisReleasedAfterCounterNoCA )
{
if ( lastAxisInputIsMovement && !this.IsSwimming())
{
selectionWeights.angleWeight = 0.375f;
selectionWeights.distanceWeight = 0.275f;
selectionWeights.distanceRingWeight = 0.35f;
selectedTarget = SelectTarget( targets, false, playerPosition, playerHeadingVector, selectionWeights, true );
if ( currentTarget != selectedTarget )
{
targetingInfo.targetEntity = currentTarget;
if ( IsEntityTargetable( targetingInfo, true ) && currentTarget.IsAlive() )
{
retainCurrentTarget = true;
}
}
}
else
{
selectionWeights.angleWeight = 0.75f;
selectionWeights.distanceWeight = 0.125f;
selectionWeights.distanceRingWeight = 0.125f;
selectedTarget = SelectTarget( targets, false, cameraPosition, cameraHeadingVector, selectionWeights, true );
}
}
else
{
selectionWeights.angleWeight = 0.6f;
selectionWeights.distanceWeight = 0.4f;
selectionWeights.distanceRingWeight = 0.f;
selectedTarget = SelectTarget( targets, true, playerPosition, targetingIn.rawPlayerHeadingVector, selectionWeights, true );
}
if ( retainCurrentTarget )
{
newTarget = currentTarget;
}
else if ( IsInCombatAction() && GetBehaviorVariable( 'isPerformingSpecialAttack' ) == 1.0f )
{
newTarget = moveTarget;
}
else if ( selectedTarget )
{
newTarget = selectedTarget;
}
else
{
newTarget = NULL;
}
}
targetingOut.confirmNewTarget = true;
}
else
{
newTarget = NULL;
}
targetingOut.result = true;
targetingOut.target = newTarget;
}
function UpdateVisibleActors()
{
var i : int;
var now : float;
now = theGame.GetEngineTimeAsSeconds();
for ( i = visibleActors.Size() - 1; i >= 0; i-=1 )
{
if ( ( now - visibleActorsTime[i] ) > 1.0f )
{
visibleActors.EraseFast( i );
visibleActorsTime.EraseFast( i );
}
}
}
function RemoveNonTargetable( out targets : array< CActor >, out info : STargetingInfo, selectionHeadingVector : Vector )
{
var i : int;
var cameraPosition : Vector;
var cameraDirection : Vector;
var nonCombatCheck : bool;
var playerToCamPlaneDist : float;
var targetToCamPlaneDist : float;
if ( targets.Size() == 0 )
{
return;
}
nonCombatCheck = bLAxisReleased && !IsInCombat();
if ( nonCombatCheck )
{
info.coneHeadingVector = targetingPrecalcs.playerHeadingVector;
if ( lastAxisInputIsMovement )
{
info.coneHeadingVector = selectionHeadingVector;
info.invisibleCheck = false;
info.coneCheck = true;
info.coneHalfAngleCos = 0.76604444311f;
}
else
{
info.invisibleCheck = false;
info.frameScaleX = 0.9f;
info.frameScaleY = 0.9f;
}
}
else
{
info.coneHeadingVector = Vector( 0.0f, 0.0f, 0.0f );
if ( IsInCombat() )
{
info.inFrameCheck = false;
}
else
{
if ( !bLAxisReleased )
{
info.coneCheck = true;
if ( this.IsSwimming() )
info.coneHalfAngleCos = -1;
else
info.coneHalfAngleCos = 0.86602540378f;
info.coneHeadingVector = targetingIn.rawPlayerHeadingVector;
}
}
}
cameraPosition = theCamera.GetCameraPosition();
cameraDirection = targetingPrecalcs.cameraDirection;
playerToCamPlaneDist = VecDot2D( cameraDirection, this.GetWorldPosition() - cameraPosition );
for( i = targets.Size() - 1; i >= 0; i -= 1 )
{
info.targetEntity = targets[i];
if ( !CanBeTargetedIfSwimming( targets[i], true ) )
{
targets.EraseFast( i );
}
else if ( !IsEntityTargetable( info, true ) )
{
targets.EraseFast( i );
}
else
{
if ( nonCombatCheck && !lastAxisInputIsMovement )
{
targetToCamPlaneDist = VecDot2D( cameraDirection, targets[i].GetWorldPosition() - cameraPosition );
if ( targetToCamPlaneDist < playerToCamPlaneDist )
{
targets.EraseFast( i );
}
}
}
}
}
var combatModeColor : Color;
public function CombatModeDebug()
{
var visualDebug : CVisualDebug = GetVisualDebug();
var naviQueryMsg : string;
var naviQueryMsg1 : string;
var naviQueryMsg2 : string;
var navSnapMsg : string;
var i : int;
if ( IsCombatMusicEnabled() )
visualDebug.AddText( 'CombatMusic', "CombatMusic : On", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.7f ), true, , Color( 255, 255, 255 ) );
else
visualDebug.AddText( 'CombatMusic', "CombatMusic : Off", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.7f ), true, , Color( 0, 0, 0 ) );
if ( GetPlayerMode().GetForceCombatMode() )
visualDebug.AddText( 'ForcedCombatMode', "ForcedCombatMode : TRUE", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.6f ), true, , Color( 255, 255, 255 ) );
else
visualDebug.AddText( 'ForcedCombatMode', "ForcedCombatMode : FALSE", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.6f ), true, , Color( 0, 0, 0 ) );
if ( IsThreatened() )
{
if ( IsInCombat() )
visualDebug.AddText( 'CombatMode', "CombatMode : AlertNear/Far", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 255, 0, 0 ) );
else
visualDebug.AddText( 'CombatMode', "CombatMode : CombatExploration", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 255, 255, 0 ) );
}
else
visualDebug.AddText( 'CombatMode', "CombatMode : NormalExploration", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 0, 255, 0 ) );
visualDebug.AddText( 'NaviQuery', naviQueryMsg, combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', naviQueryMsg1, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', naviQueryMsg2, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
if ( isInCombatReason == 0 )
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : ", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 125, 125, 125 ) );
else if ( isInCombatReason == 1 )
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : Geralt CAN pathfind to NPC", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
else if ( isInCombatReason == 2 )
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : An NPC is flying or ranged", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
else if ( isInCombatReason == 2 )
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : Forced Combat Mode", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
if ( reachableEnemyWasTooFar )
{
combatModeColor.Red = 255;
combatModeColor.Green = 255;
combatModeColor.Blue = 0;
}
else
{
combatModeColor.Red = 0;
combatModeColor.Green = 255;
combatModeColor.Blue = 0;
}
if ( IsThreatened() )
{
switch ( navQuery.GetLastOutput( 2.0 ) )
{
case EAsyncTastResult_Failure:
{
if ( this.playerMode.GetForceCombatMode() )
{
if ( isSnappedToNavMesh )
{
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Snapped So no need for query", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Snapped So no need for query", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
}
else
{
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
}
}
else
{
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
}
break;
}
case EAsyncTastResult_Success:
{
visualDebug.AddText( 'NaviQuery', combatModeEnt.GetName(), combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Success (navDist: " + navDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Success (directDist: " + directDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
break;
}
case EAsyncTastResult_Pending:
{
visualDebug.AddText( 'NaviQuery', combatModeEnt.GetName(), combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Pending (navDist: " + navDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Pending (directDist: " + directDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
break;
}
case EAsyncTastResult_Invalidated:
{
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "Naviquery : Invalidated", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "Naviquery : Invalidated", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
break;
}
}
}
else
{
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery1', "", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
visualDebug.AddText( 'NaviQuery2', "", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
}
if ( navMeshSnapInfoStack.Size() > 0 )
{
for ( i = navMeshSnapInfoStack.Size()-1; i >= 0; i -= 1 )
{
navSnapMsg = navSnapMsg + navMeshSnapInfoStack[i] + " ";
}
visualDebug.AddText( 'NavMeshSnap', "NavMeshSnap: Enabled, Sources : " + navSnapMsg, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.1f ), true, , Color( 255, 255, 255 ) );
}
else
visualDebug.AddText( 'NavMeshSnap', "NavMeshSnap: Disabled" , thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.1f ), true, , Color( 0, 0, 0 ) );
}
function IsCombatMusicEnabled() : bool
{
if ( theSound.GetCurrentGameState() == ESGS_UnderwaterCombat
|| theSound.GetCurrentGameState() == ESGS_Combat
|| theSound.GetCurrentGameState() == ESGS_CombatMonsterHunt
|| theSound.GetCurrentGameState() == ESGS_FocusUnderwaterCombat )
return true;
else
return false;
}
function IsSoundStateCombatMusic( gameState : ESoundGameState ) : bool
{
if ( gameState == ESGS_UnderwaterCombat
|| gameState == ESGS_Combat
|| gameState == ESGS_CombatMonsterHunt
|| gameState == ESGS_FocusUnderwaterCombat )
return true;
else
return false;
}
private function ConfirmNewTarget( actorToConfirm : CActor )
{
var leftJoyRotLimit : float = 1.f;
var target : CActor;
target = GetTarget();
if ( !target
|| !moveTarget
|| ( target && ( !IsThreat( target ) || !target.IsAlive() ) )
|| VecLength( rawLeftJoyVec ) < 0.7f
|| ( IsInCombatAction() && ( ( GetBehaviorVariable( 'combatActionType') == (int)CAT_Dodge ) || ( VecLength( rawLeftJoyVec ) >= 0.7f && ( prevRawLeftJoyRot >= ( rawLeftJoyRot + leftJoyRotLimit ) || prevRawLeftJoyRot <= ( rawLeftJoyRot - leftJoyRotLimit ) || AbsF( AngleDistance( cachedRawPlayerHeading, VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() ) ) ) > 60 ) ) ) )
|| ( !IsInCombatAction() && ( !rangedWeapon || ( rangedWeapon.GetCurrentStateName() != 'State_WeaponHolster' ) ) ))
{
SetPrevRawLeftJoyRot();
if ( actorToConfirm != target )
{
SetTarget( actorToConfirm );
}
}
}
protected function SelectTarget( targets : array< CActor >, useVisibilityCheck : bool, sourcePosition : Vector, headingVector : Vector, selectionWeights : STargetSelectionWeights, optional usePrecalcs : bool ) : CActor
{
var i : int;
var target : CActor;
var selectedTarget : CActor;
var currentTarget : CActor;
var playerPosition : Vector;
var distanceToPlayer : float;
var priority : float;
var maxPriority : float;
var now : float;
var remove : bool;
var visibleActorIndex : int;
if ( useVisibilityCheck )
{
currentTarget = this.GetTarget();
playerPosition = this.GetWorldPosition();
now = theGame.GetEngineTimeAsSeconds();
for ( i = targets.Size() - 1; i >= 0; i-=1 )
{
target = targets[ i ];
if ( target != currentTarget && ( !IsPCModeEnabled() && !WasVisibleInScaledFrame( target, softLockFrameSize, softLockFrameSize ) ) )
{
remove = true;
visibleActorIndex = visibleActors.FindFirst( target );
if ( visibleActorIndex != -1 )
{
if ( usePrecalcs )
{
distanceToPlayer = Distance2DBetweenCapsuleAndPoint( target, this ) - targetingPrecalcs.playerRadius;
}
else
{
distanceToPlayer = Distance2DBetweenCapsules( this, target );
}
if ( distanceToPlayer < this.softLockDist && ( now - visibleActorsTime[ i ] ) < 1.0f )
{
remove = false;
}
}
if ( remove )
{
targets.EraseFast( i );
}
}
else
{
visibleActorIndex = visibleActors.FindFirst( target );
if ( visibleActorIndex == -1 )
{
visibleActors.PushBack( target );
visibleActorsTime.PushBack( now );
}
else
{
visibleActorsTime[ visibleActorIndex ] = now;
}
}
}
}
selectedTarget = NULL;
maxPriority = -1.0f;
for( i = targets.Size() - 1; i >= 0; i-=1 )
{
priority = CalcSelectionPriority( targets[ i ], selectionWeights, sourcePosition, headingVector );
if ( priority > maxPriority )
{
maxPriority = priority;
selectedTarget = targets[ i ];
}
}
return selectedTarget;
}
function Distance2DBetweenCapsuleAndPoint( actor : CActor, entity : CEntity ) : float
{
var distance : float;
var mpac : CMovingPhysicalAgentComponent;
distance = VecDistance2D( actor.GetWorldPosition(), entity.GetWorldPosition() );
mpac = (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent();
if ( mpac )
{
distance -= mpac.GetCapsuleRadius();
}
return distance;
}
function Distance2DBetweenCapsules( actor1 : CActor, actor2 : CActor ) : float
{
var distance : float;
var mpac : CMovingPhysicalAgentComponent;
distance = VecDistance2D( actor1.GetWorldPosition(), actor2.GetWorldPosition() );
mpac = (CMovingPhysicalAgentComponent)actor1.GetMovingAgentComponent();
if ( mpac )
{
distance -= mpac.GetCapsuleRadius();
}
mpac = (CMovingPhysicalAgentComponent)actor2.GetMovingAgentComponent();
if ( mpac )
{
distance -= mpac.GetCapsuleRadius();
}
return distance;
}
protected function ProcessSelectionWeights() : STargetSelectionWeights
{
var selectionWeights : STargetSelectionWeights;
if ( ShouldUsePCModeTargeting() )
{
selectionWeights.angleWeight = 0.75f;
selectionWeights.distanceWeight = 0.25f;
selectionWeights.distanceRingWeight = 0.f;
return selectionWeights;
}
if ( IsInCombatAction() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Roll ) )
{
selectionWeights.angleWeight = 0.575f;
selectionWeights.distanceWeight = 0.175f;
selectionWeights.distanceRingWeight = 0.25f;
}
if ( !lAxisReleasedAfterCounter || IsInCombatAction() )
{
if ( theInput.GetActionValue( 'ThrowItem' ) == 1.f || ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' ) )
{
selectionWeights.angleWeight = 1.f;
selectionWeights.distanceWeight = 0.f;
selectionWeights.distanceRingWeight = 0.f;
}
else if ( !lAxisReleasedAfterCounter )
{
selectionWeights.angleWeight = 0.55f;
selectionWeights.distanceWeight = 0.45f;
selectionWeights.distanceRingWeight = 0.f;
}
else
{
selectionWeights.angleWeight = 0.75f;
selectionWeights.distanceWeight = 0.25f;
selectionWeights.distanceRingWeight = 0.f;
}
}
else if( !IsCurrentSignChanneled() )
{
selectionWeights.angleWeight = 0.35f;
selectionWeights.distanceWeight = 0.65f;
selectionWeights.distanceRingWeight = 0.f;
}
else
{
selectionWeights.angleWeight = 0.275f;
selectionWeights.distanceWeight = 0.375f;
selectionWeights.distanceRingWeight = 0.35f;
}
return selectionWeights;
}
protected function CalcSelectionPriority( target : CEntity, selectionWeights : STargetSelectionWeights, sourcePosition : Vector, headingVector : Vector ) : float
{
var sourceToTarget : Vector;
var sourceToTargetDist : float;
var sourceToTargetAngleDiff : float;
var selectionPriority : float;
sourceToTarget = target.GetWorldPosition() - sourcePosition;
sourceToTargetDist = VecLength2D( sourceToTarget );
if ( sourceToTargetDist < 0.0001f )
{
sourceToTarget = Vector( 0.0f, 0.0f, 0.0f );
}
else
{
sourceToTarget *= ( 1.0f / sourceToTargetDist );
}
sourceToTargetAngleDiff = AbsF( Rad2Deg( AcosF( VecDot2D( sourceToTarget, headingVector ) ) ) );
selectionPriority = ( selectionWeights.angleWeight * ( ( 180 - sourceToTargetAngleDiff ) / 180 ) );
selectionPriority += selectionWeights.distanceWeight * ( ( softLockDist - sourceToTargetDist ) / softLockDist );
if ( sourceToTargetDist > 0.f && sourceToTargetDist <= 6.f )
{
selectionPriority += selectionWeights.distanceRingWeight * 1.0f;
}
else if ( sourceToTargetDist > 6.f && sourceToTargetDist <= softLockDist )
{
selectionPriority += selectionWeights.distanceRingWeight * 0.4f;
}
return selectionPriority;
}
protected function SetTarget( targetActor : CActor, optional forceSetTarget : bool )
{
var playerToTargetDistance : float;
var target : CActor;
var allow : bool;
target = GetTarget();
if ( !IsInNonGameplayCutscene() )
allow = true;
if ( allow )
{
if ( targetActor )
{
if ( ( targetActor.IsAlive() && !targetActor.IsKnockedUnconscious() ) || finishableEnemiesList.Contains( targetActor ) )
allow = true;
else
allow = false;
}
else
allow = true;
}
if ( forceSetTarget )
allow = true;
if ( allow && target != targetActor )
allow = true;
else
allow = false;
if ( allow )
{
SetPlayerTarget( targetActor );
}
}
public function SetSlideTarget( actor : CGameplayEntity )
{
slideTarget = actor;
if ( slideTarget )
SetPlayerCombatTarget((CActor)slideTarget);
else
Log( "slideTarget = NULL" );
if ( slideTarget == nonActorTarget )
UpdateDisplayTarget( true, true );
else
UpdateDisplayTarget();
ConfirmDisplayTargetTimer(0.f);
}
event OnForceSelectLockTarget()
{
ForceSelectLockTarget();
}
private function ForceSelectLockTarget()
{
var newMoveTarget : CActor;
var target : CActor;
newMoveTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, 90 );
if ( !newMoveTarget )
newMoveTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, -90 );
if ( newMoveTarget )
{
thePlayer.ProcessLockTarget( newMoveTarget );
target = GetTarget();
if ( target )
{
thePlayer.SetSlideTarget( target );
if ( IsHardLockEnabled() )
thePlayer.HardLockToTarget( true );
}
}
else
{
thePlayer.HardLockToTarget( false );
}
}
public function SetFinisherVictim( actor : CActor )
{
finisherVictim = actor;
}
public function GetFinisherVictim() : CActor
{
return finisherVictim;
}
protected function SetNonActorTarget( actor : CGameplayEntity )
{
if ( nonActorTarget != actor )
nonActorTarget = actor;
}
timer function DisableTargetHighlightTimer( time : float , id : int)
{
var target : CActor;
target = GetTarget();
if( target )
{
target.StopEffect( 'select_character' );
}
}
public function WasVisibleInScaledFrame( entity : CEntity, frameSizeX : float, frameSizeY : float ) : bool
{
var position : Vector;
var positionFound : bool;
var inFront : bool;
var x, y : float;
var boneIndex : int;
var actor : CActor;
var gameplayEntity : CGameplayEntity;
var gameplayEntityMatrix : Matrix;
var drawableComp : CDrawableComponent;
var box : Box;
var ok : bool;
if ( !entity )
{
return false;
}
if ( frameSizeX <= 0.0f && frameSizeY <= 0.0f )
{
LogChannel( 'WasVisibleInScaledFrame', "ERROR: WasVisibleInScaledFrame: frameSizeX && frameSizeY are both negative!!!" );
return false;
}
if ( useNativeTargeting )
{
return targeting.WasVisibleInScaledFrame( entity, frameSizeX, frameSizeY );
}
position = entity.GetWorldPosition();
actor = (CActor)entity;
if ( actor )
{
boneIndex = entity.GetBoneIndex( 'pelvis' );
if ( boneIndex == -1 )
{
boneIndex = entity.GetBoneIndex( 'k_pelvis_g' );
}
if ( boneIndex != -1 )
{
position = MatrixGetTranslation( entity.GetBoneWorldMatrixByIndex( boneIndex ) );
}
else
{
position = entity.GetWorldPosition();
position.Z += ( (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent() ).GetCapsuleHeight() * 0.5;
}
positionFound = true;
}
else
{
gameplayEntity = (CGameplayEntity)entity;
if ( gameplayEntity && !( gameplayEntity.aimVector.X == 0 && gameplayEntity.aimVector.Y == 0 && gameplayEntity.aimVector.Z == 0 ) )
{
gameplayEntityMatrix = gameplayEntity.GetLocalToWorld();
position = VecTransform( gameplayEntityMatrix, gameplayEntity.aimVector );
positionFound = true;
}
}
if ( !positionFound )
{
drawableComp = (CDrawableComponent)entity.GetComponentByClassName( 'CDrawableComponent' );
if ( drawableComp && drawableComp.GetObjectBoundingVolume( box ) )
{
position.Z += ( ( box.Max.Z - box.Min.Z ) * 0.66f );
}
}
inFront = theCamera.WorldVectorToViewRatio( position, x, y );
if ( !inFront )
{
return false;
}
x = AbsF( x );
y = AbsF( y );
ok = true;
ok = ok && ( frameSizeX <= 0.0f || x < frameSizeX );
ok = ok && ( frameSizeY <= 0.0f || y < frameSizeY );
return ok;
}
public function HardLockToTarget( flag : bool )
{
if( flag && GetTarget().HasTag( 'NoHardLock' ) )
return;
EnableHardLock( flag );
LockToTarget( flag );
}
public function LockToTarget( flag : bool )
{
if ( IsHardLockEnabled() && !flag )
return;
LockCameraToTarget( flag );
LockActorToTarget( flag );
}
public function LockCameraToTarget( flag : bool )
{
if ( flag && !IsCameraLockedToTarget() )
{
thePlayer.EnableManualCameraControl( false, 'LockCameraToTarget' );
SetIsCameraLockedToTarget( flag );
}
else if ( !flag && IsCameraLockedToTarget() )
{
thePlayer.EnableManualCameraControl( true, 'LockCameraToTarget' );
SetIsCameraLockedToTarget( flag );
}
}
public function LockActorToTarget( flag : bool, optional withoutIcon : bool )
{
var displayTargetActor : CActor;
if ( flag )
{
if ( !IsActorLockedToTarget() )
{
SetIsActorLockedToTarget( flag );
SetMoveTargetChangeAllowed( true );
SetMoveTarget( GetTarget() );
SetMoveTargetChangeAllowed( false );
SetTarget( GetTarget() );
SetSlideTarget( GetTarget() );
AddTimer( 'CheckLockTargetIsAlive', 0.5, true );
}
if ( IsActorLockedToTarget() )
{
displayTargetActor = (CActor)( GetDisplayTarget() );
if ( displayTargetActor && IsThreat( displayTargetActor ) && !withoutIcon )
EnableHardLockIcon( flag );
}
}
else if ( !flag && IsActorLockedToTarget() )
{
SetIsActorLockedToTarget( flag );
SetMoveTargetChangeAllowed( true );
RemoveTimer( 'CheckLockTargetIsAlive' );
EnableHardLockIcon( flag );
}
}
private function EnableHardLockIcon( flag : bool )
{
var hud : CR4ScriptedHud;
var module : CR4HudModuleEnemyFocus;
if( GetTarget().HasTag( 'NoHardLockIcon' ) )
return;
hud = (CR4ScriptedHud)theGame.GetHud();
module = (CR4HudModuleEnemyFocus)hud.GetHudModule("EnemyFocusModule");
module.SetShowHardLock( flag );
}
private timer function CheckLockTargetIsAlive( time : float , id : int)
{
var vitality : float;
var essence : float;
var actor : CActor;
var target : CActor;
target = (CActor)GetDisplayTarget();
if( !target
|| !target.IsAlive()
|| ( !target.GetGameplayVisibility() )
|| !CanBeTargetedIfSwimming( target )
|| (!target.UsesVitality() && !target.UsesEssence()))
{
if ( !ProcessLockTarget() )
HardLockToTarget( false );
}
}
protected function PlayHitAnimation(damageAction : W3DamageAction, animType : EHitReactionType)
{
var hitRotation : float;
var onHitCounter : SAbilityAttributeValue;
var counter : int;
if( damageAction.HasAnyCriticalEffect() )
return;
if( !substateManager.ReactOnBeingHit() && !IsUsingVehicle() )
{
return;
}
if ( damageAction.GetHitReactionType() == EHRT_Reflect )
SetBehaviorVariable( 'isAttackReflected', 1.f );
else
SetBehaviorVariable( 'isAttackReflected', 0.f );
SetBehaviorVariable( 'HitReactionType',(int)animType);
SetBehaviorVariable( 'HitReactionWeapon', ProcessSwordOrFistHitReaction( this, (CActor)damageAction.attacker ) );
if (damageAction.attacker)
{
super.PlayHitAnimation( damageAction, animType );
if ( damageAction.attacker.HasAbility( 'IncreaseHitReactionSeverityWithHitCounter' ) )
{
counter = GetHitCounter();
switch ( counter )
{
case 2 :
SetBehaviorVariable( 'HitReactionType', 2 );
break;
case 3 :
AddEffectDefault( EET_Stagger, damageAction.attacker, damageAction.attacker.GetName() );
break;
case 4 :
AddEffectDefault( EET_Knockdown, damageAction.attacker, damageAction.attacker.GetName() );
break;
default :
break;
}
}
SetHitReactionDirection(damageAction.attacker);
SetDetailedHitReaction(damageAction.GetSwingType(), damageAction.GetSwingDirection());
}
RaiseForceEvent( 'Hit' );
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'ActorInHitReaction', -1, 30.0f, -1.f, -1, true );
if ( IsUsingBoat() )
{
SoundEvent("cmb_play_hit_light");
return;
}
if ( IsUsingVehicle() )
return;
if(damageAction.attacker)
{
hitRotation = VecHeading( damageAction.attacker.GetWorldPosition() - GetWorldPosition() );
if ( this.GetBehaviorVariable( 'HitReactionDirection' ) == (float)( (int)EHRD_Back ) )
hitRotation += 180.f;
SetCustomRotation( 'Hit', hitRotation, 1080.f, 0.1f, false );
}
CriticalEffectAnimationInterrupted("PlayHitAnimation");
}
public function ReduceDamage( out damageData : W3DamageAction)
{
super.ReduceDamage(damageData);
if(damageData.attacker == this && (damageData.GetBuffSourceName() == "petard" || (W3Petard)damageData.causer) )
{
if ( theGame.CanLog() )
{
LogDMHits("CR4Player.ReduceDamage: hitting self with own bomb - damage reduced by 50%", damageData );
}
damageData.processedDmg.vitalityDamage = damageData.processedDmg.vitalityDamage / 2;
damageData.processedDmg.essenceDamage = damageData.processedDmg.essenceDamage / 2;
}
}
public function GetCriticalHitChance( isLightAttack : bool, isHeavyAttack : bool, target : CActor, victimMonsterCategory : EMonsterCategory, isBolt : bool ) : float
{
var critChance : float;
var oilChanceAttribute : name;
var weapons : array< SItemUniqueId >;
var i : int;
var holdsCrossbow : bool;
var critVal : SAbilityAttributeValue;
critChance = 0;
if( FactsQuerySum( 'debug_fact_critical_boy' ) > 0 )
{
critChance += 1;
}
if( IsInState( 'HorseRiding' ) && ( ( CActor )GetUsedVehicle() ).GetMovingAgentComponent().GetRelativeMoveSpeed() >= 4.0 )
{
critChance += 1;
}
critChance += CalculateAttributeValue( GetAttributeValue( theGame.params.CRITICAL_HIT_CHANCE ) );
weapons = inv.GetHeldWeapons();
for( i=0; i<weapons.Size(); i+=1 )
{
holdsCrossbow = ( inv.IsItemCrossbow( weapons[i] ) || inv.IsItemBolt( weapons[i] ) );
if( holdsCrossbow != isBolt )
{
critVal = inv.GetItemAttributeValue( weapons[i], theGame.params.CRITICAL_HIT_CHANCE );
critChance -= CalculateAttributeValue( critVal );
}
}
if( isHeavyAttack && CanUseSkill( S_Sword_s08 ) )
{
critChance += CalculateAttributeValue( GetSkillAttributeValue( S_Sword_s08, theGame.params.CRITICAL_HIT_CHANCE, false, true ) ) * GetSkillLevel( S_Sword_s08 );
}
else if( isLightAttack && CanUseSkill( S_Sword_s17 ) )
{
critChance += CalculateAttributeValue( GetSkillAttributeValue( S_Sword_s17, theGame.params.CRITICAL_HIT_CHANCE, false, true ) ) * GetSkillLevel( S_Sword_s17 );
}
if( target && target.HasBuff( EET_Confusion ) )
{
critChance += ( ( W3ConfuseEffect )target.GetBuff( EET_Confusion ) ).GetCriticalHitChanceBonus();
}
oilChanceAttribute = MonsterCategoryToCriticalChanceBonus( victimMonsterCategory );
if( IsNameValid( oilChanceAttribute ) )
{
critChance += CalculateAttributeValue( GetAttributeValue( oilChanceAttribute ) );
}
return critChance;
}
public function GetCriticalHitDamageBonus(weaponId : SItemUniqueId, victimMonsterCategory : EMonsterCategory, isStrikeAtBack : bool) : SAbilityAttributeValue
{
var bonus, oilBonus : SAbilityAttributeValue;
var vsAttributeName : name;
bonus = super.GetCriticalHitDamageBonus(weaponId, victimMonsterCategory, isStrikeAtBack);
if( inv.ItemHasActiveOilApplied( weaponId, victimMonsterCategory ) )
{
vsAttributeName = MonsterCategoryToCriticalDamageBonus(victimMonsterCategory);
oilBonus = inv.GetItemAttributeValue(weaponId, vsAttributeName);
bonus += oilBonus;
}
return bonus;
}
public function ReactToBeingHit(damageAction : W3DamageAction, optional buffNotApplied : bool) : bool
{
var strength : float;
var animType : EHitReactionType;
var sup : bool;
var boat : CBoatComponent;
var combatActionType : int;
var attackAction : W3Action_Attack;
var npc : CNewNPC;
var shakeCam : bool;
attackAction = (W3Action_Attack)damageAction;
if(!damageAction.IsDoTDamage() && (!attackAction || (!attackAction.IsParried() && !attackAction.IsCountered() && !attackAction.WasDodged()) ) )
{
npc = (CNewNPC)attackAction.attacker;
if(npc && npc.IsHeavyAttack(attackAction.GetAttackName()))
theGame.VibrateControllerVeryHard();
else
theGame.VibrateControllerHard();
}
if ( (CActor)GetUsedVehicle() && this.playerAiming.GetCurrentStateName() == 'Aiming' )
{
OnRangedForceHolster( true, true );
}
combatActionType = (int)GetBehaviorVariable( 'combatActionType' );
if ( thePlayer.IsCurrentlyDodging() && ( combatActionType == (int)CAT_Roll || combatActionType == (int)CAT_CiriDodge ) )
sup = false;
else if ( this.GetCurrentStateName() == 'DismountHorse' )
sup = false;
else
sup = super.ReactToBeingHit(damageAction, buffNotApplied);
sup = false;
if(damageAction.attacker)
theTelemetry.LogWithLabelAndValue( TE_FIGHT_HERO_GETS_HIT, damageAction.attacker.ToString(), (int)damageAction.processedDmg.vitalityDamage );
if(damageAction.DealsAnyDamage())
{
if( ((W3PlayerWitcher)this) && GetWitcherPlayer().IsAnyQuenActive() && damageAction.IsDoTDamage())
{
shakeCam = false;
}
else
{
shakeCam = true;
}
if(shakeCam)
{
animType = ModifyHitSeverityReaction(this, damageAction.GetHitReactionType());
if(animType == EHRT_Light || animType == EHRT_LightClose)
strength = 0.1;
else if(animType == EHRT_Heavy || animType == EHRT_Igni)
strength = 0.2;
GCameraShakeLight(strength, false, GetWorldPosition(), 10.0);
}
this.HitReactionEffect( 0.25 );
ResetUninterruptedHitsCount();
}
if(!damageAction.IsDoTDamage() && IsThreatened() && ShouldPauseHealthRegenOnHit() && damageAction.DealsAnyDamage() && !damageAction.WasDodged() && attackAction.CanBeParried() && !attackAction.IsParried())
{
PauseHPRegenEffects('being_hit', theGame.params.ON_HIT_HP_REGEN_DELAY);
}
if(damageAction.processedDmg.vitalityDamage > 0 && !((W3Effect_Toxicity)damageAction.causer))
ReceivedCombatDamage();
if(FactsQuerySum("tut_fight_use_slomo") > 0)
{
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
FactsRemove("tut_fight_slomo_ON");
}
if( !substateManager.ReactOnBeingHit( damageAction ) )
{
GoToCombatIfNeeded();
}
return sup;
}
protected function ShouldPauseHealthRegenOnHit() : bool
{
return true;
}
public function PlayHitEffect(damageAction : W3DamageAction)
{
super.PlayHitEffect(damageAction);
if(damageAction.DealsAnyDamage() && !damageAction.IsDoTDamage())
PlayEffect('hit_screen');
}
function HitReactionEffect( interval : float )
{
if ( hitReactionEffect )
{
PlayEffect( 'radial_blur' );
hitReactionEffect = false;
}
else
{
AddTimer( 'HitReactionEffectCooldown', interval, false );
}
}
timer function HitReactionEffectCooldown( td : float , id : int)
{
hitReactionEffect = true;
}
function PerformParryCheck( parryInfo : SParryInfo) : bool
{
var mult : float;
var parryType : EParryType;
var parryDir : EPlayerParryDirection;
var parryHeading : float;
var fistFightParry : bool;
var action : W3DamageAction;
var xmlStaminaDamage : float;
var xmlStaminaDamageName : name = 'stamina_damage' ;
var counter : int;
var onHitCounter : SAbilityAttributeValue;
if(CanParryAttack() && FistFightCheck( parryInfo.target, parryInfo.attacker, fistFightParry ) )
{
parryHeading = GetParryHeading( parryInfo, parryDir ) ;
SetBehaviorVariable( 'parryDirection', (float)( (int)( parryDir ) ) );
SetBehaviorVariable( 'parryDirectionOverlay', (float)( (int)( parryDir ) ) );
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
if ( IsInCombatActionFriendly() )
RaiseEvent('CombatActionFriendlyEnd');
if ( HasStaminaToParry(parryInfo.attackActionName) )
{
this.SetBehaviorVariable( 'combatActionType', (int)CAT_Parry );
if ( parryInfo.targetToAttackerDist > 3.f && !bLAxisReleased && !thePlayer.IsCiri() )
{
if ( !RaiseForceEvent( 'PerformParryOverlay' ) )
return false;
else
{
ClearCustomOrientationInfoStack();
IncDefendCounter();
}
}
else
{
counter = GetDefendCounter();
onHitCounter = parryInfo.attacker.GetAttributeValue( 'break_through_parry_on_hit_counter' );
if ( onHitCounter.valueBase > 0 && counter == onHitCounter.valueBase )
{
AddEffectDefault( EET_Stagger, parryInfo.attacker, "Break through parry" );
}
else if ( RaiseForceEvent( 'PerformParry' ) )
{
OnCombatActionStart();
ClearCustomOrientationInfoStack();
SetSlideTarget( parryInfo.attacker );
SetCustomRotation( 'Parry', parryHeading, 1080.f, 0.1f, false );
IncDefendCounter();
}
else
return false;
}
}
else
{
AddEffectDefault(EET_Stagger, parryInfo.attacker, "Parry");
return true;
}
if ( parryInfo.attacker.IsWeaponHeld( 'fist' ) && !parryInfo.target.IsWeaponHeld( 'fist' ) )
{
parryInfo.attacker.ReactToReflectedAttack(parryInfo.target);
}
else
{
if ( this.IsInFistFightMiniGame() && fistFightParry )
{
if ( IsNameValid(xmlStaminaDamageName) )
{
xmlStaminaDamage = CalculateAttributeValue(parryInfo.attacker.GetAttributeValue( xmlStaminaDamageName ));
DrainStamina(ESAT_FixedValue, xmlStaminaDamage);
}
}
else
{
DrainStamina(ESAT_Parry, 0, 0, '', 0, mult);
}
if(IsLightAttack(parryInfo.attackActionName))
parryInfo.target.PlayEffectOnHeldWeapon('light_block');
else
parryInfo.target.PlayEffectOnHeldWeapon('heavy_block');
}
return true;
}
return false;
}
protected function GetParryHeading( parryInfo : SParryInfo, out parryDir : EPlayerParryDirection ) : float
{
var targetToAttackerHeading : float;
var currToTargetAttackerAngleDiff : float;
targetToAttackerHeading = VecHeading( parryInfo.attacker.GetWorldPosition() - parryInfo.target.GetWorldPosition() );
currToTargetAttackerAngleDiff = AngleDistance( VecHeading( parryInfo.target.GetHeadingVector() ), targetToAttackerHeading );
if ( !parryInfo.target.IsWeaponHeld( 'fist' ) )
{
if( currToTargetAttackerAngleDiff > -45 && currToTargetAttackerAngleDiff < 45 )
{
parryDir = PPD_Forward;
return targetToAttackerHeading;
}
else if( currToTargetAttackerAngleDiff >= 45 && currToTargetAttackerAngleDiff < 135 )
{
parryDir = PPD_Right;
return targetToAttackerHeading + 90;
}
else if( currToTargetAttackerAngleDiff <= -45 && currToTargetAttackerAngleDiff > -135 )
{
parryDir = PPD_Left;
return targetToAttackerHeading - 90;
}
else
{
parryDir = PPD_Back;
return targetToAttackerHeading + 180;
}
}
else
{
if( currToTargetAttackerAngleDiff > -45 && currToTargetAttackerAngleDiff < 45 )
{
parryDir = PPD_Forward;
return targetToAttackerHeading;
}
else if( currToTargetAttackerAngleDiff >= 45 && currToTargetAttackerAngleDiff < 180 )
{
parryDir = PPD_Right;
return targetToAttackerHeading + 90;
}
else if( currToTargetAttackerAngleDiff <= -45 && currToTargetAttackerAngleDiff >= -180 )
{
parryDir = PPD_Left;
return targetToAttackerHeading - 90;
}
else
{
parryDir = PPD_Back;
return targetToAttackerHeading + 180;
}
}
}
function ProcessLockTarget( optional newLockTarget : CActor, optional checkLeftStickHeading : bool ) : bool
{
var attackerNearestPoint : Vector;
var playerNearestPoint : Vector;
var incomingAttacker : CActor;
var tempLockTarget : CActor;
var target : CActor;
var useIncomingAttacker : bool;
if( newLockTarget.HasTag( 'NoHardLock' ) )
return false;
if ( newLockTarget )
tempLockTarget = newLockTarget;
else
{
incomingAttacker = GetClosestIncomingAttacker();
if ( incomingAttacker && incomingAttacker.IsAlive() && IsUsingVehicle() )
{
tempLockTarget = incomingAttacker;
useIncomingAttacker = false;
}
if ( !useIncomingAttacker )
{
target = GetTarget();
if( target.HasTag('ForceHardLock'))
{
return true;
}
else if ( target && target.IsAlive() && target.GetGameplayVisibility() && IsEnemyVisible( target ) && IsThreat( target ) && CanBeTargetedIfSwimming( target ) )
tempLockTarget = FindTarget();
else
{
tempLockTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, 0.f );
}
}
}
if( tempLockTarget.HasTag( 'NoHardLock' ) )
return false;
if ( tempLockTarget )
{
if ( IsCombatMusicEnabled() || hostileEnemies.Size() > 0 )
{
if ( !IsThreat( tempLockTarget ) )
tempLockTarget = NULL;
}
}
SetTarget( tempLockTarget, true );
SetMoveTargetChangeAllowed( true );
SetMoveTarget( tempLockTarget );
SetMoveTargetChangeAllowed( false );
SetSlideTarget( tempLockTarget );
if ( tempLockTarget )
{
if ( this.IsActorLockedToTarget() )
EnableHardLockIcon( true );
return true;
}
else
return false;
}
event OnTaskSyncAnim( npc : CNewNPC, animNameLeft : name ) {}
public function IsDoingSpecialAttack(heavy : bool) : bool
{
var pat : EPlayerAttackType;
if(IsInCombatAction() && ( (int)GetBehaviorVariable('combatActionType')) == CAT_SpecialAttack)
{
pat = (int)GetBehaviorVariable('playerAttackType');
if(heavy && pat == PAT_Heavy)
{
return true;
}
else if(!heavy && pat == PAT_Light)
{
return true;
}
}
return false;
}
public function SetIsCurrentlyDodging(enable : bool, optional isRolling : bool)
{
super.SetIsCurrentlyDodging(enable, isRolling);
if ( isRolling )
{
SetCanPlayHitAnim( false );
this.AddBuffImmunity( EET_KnockdownTypeApplicator, 'Roll', false );
this.AddBuffImmunity( EET_Knockdown, 'Roll', false );
this.AddBuffImmunity( EET_HeavyKnockdown, 'Roll', false );
this.AddBuffImmunity( EET_Stagger, 'Roll', false );
}
else
{
SetCanPlayHitAnim( true );
this.RemoveBuffImmunity( EET_KnockdownTypeApplicator, 'Roll' );
this.RemoveBuffImmunity( EET_Knockdown, 'Roll' );
this.RemoveBuffImmunity( EET_HeavyKnockdown, 'Roll' );
this.RemoveBuffImmunity( EET_Stagger, 'Roll' );
}
}
public function EnableHardLock( flag : bool )
{
super.EnableHardLock(flag);
if(flag && ShouldProcessTutorial('TutorialTargettingWaiting'))
{
FactsAdd("tut_hardlocked");
}
}
protected function TestParryAndCounter(data : CPreAttackEventData, weaponId : SItemUniqueId, out parried : bool, out countered : bool) : array<CActor>
{
var ret : array<CActor>;
if(FactsQuerySum('player_is_the_boss') > 0)
{
SetDebugAttackRange(data.rangeName);
RemoveTimer('PostAttackDebugRangeClear');
return ret;
}
ret = super.TestParryAndCounter(data, weaponId, parried, countered);
if(parried)
theGame.GetGamerProfile().ResetStat(ES_CounterattackChain);
return ret;
}
public function SetSpecialAttackTimeRatio(f : float)
{
LogSpecialHeavy(f);
specialAttackTimeRatio = f;
}
public function GetSpecialAttackTimeRatio() : float
{
return specialAttackTimeRatio;
}
public function OnSpecialAttackHeavyActionProcess()
{
SetSpecialAttackTimeRatio(0.f);
}
protected function DoAttack(animData : CPreAttackEventData, weaponId : SItemUniqueId, parried : bool, countered : bool, parriedBy : array<CActor>, attackAnimationName : name, hitTime : float)
{
var shakeStr : float;
var weapon : EPlayerWeapon;
var targetActor : CActor;
if ( animData.attackName == 'attack_heavy_special' )
{
if( specialAttackTimeRatio != 1 )
shakeStr = (specialAttackTimeRatio / 3.333) + 0.2;
else
shakeStr = 0.5;
GCameraShake( shakeStr, false, GetWorldPosition(), 10);
}
else if ( IsHeavyAttack(attackActionName) )
{
if(parriedBy.Size() > 0)
shakeStr = 0.2;
else
shakeStr = 0.1;
GCameraShake(shakeStr, false, GetWorldPosition(), 10);
}
targetActor = (CActor)slideTarget;
if ( targetActor && hitTargets.Contains(targetActor) )
{
weapon = this.GetMostConvenientMeleeWeapon(targetActor,true);
if ( this.GetCurrentMeleeWeaponType() != PW_Fists && weapon != this.GetCurrentMeleeWeaponType() )
{
if ( weapon == PW_Steel )
{
thePlayer.OnEquipMeleeWeapon(PW_Steel,true);
}
else if ( weapon == PW_Silver )
{
thePlayer.OnEquipMeleeWeapon(PW_Silver,true);
}
}
}
super.DoAttack(animData, weaponId, parried, countered, parriedBy, attackAnimationName, hitTime);
}
private var confirmCombatStanceTimeStamp : float;
private var isConfirmingCombatStance : bool;
final function SetPlayerCombatStance(stance : EPlayerCombatStance, optional force : bool )
{
var stanceInt : int;
if ( !CanChangeCombatStance( stance, force ) )
return;
combatStance = stance;
stanceInt = (int)stance;
SetBehaviorVariable( 'playerCombatStance' , (float)stanceInt);
SetBehaviorVariable( 'playerCombatStanceForOverlay' , (float)stanceInt);
if ( force )
SetBehaviorVariable( 'forceCombatStance' , 1.f);
else
SetBehaviorVariable( 'forceCombatStance' , 0.f);
if ( stance == PCS_AlertNear )
this.SetBehaviorVariable('isInCombatForOverlay',1.f);
else
this.SetBehaviorVariable('isInCombatForOverlay',0.f);
}
private function CanChangeCombatStance( stance : EPlayerCombatStance, optional force : bool ) : bool
{
var currTime : float;
if ( force )
return true;
if ( IsInFistFightMiniGame() )
return true;
if ( isInHolsterAnim )
return false;
if ( ( combatStance == PCS_Normal || combatStance == PCS_AlertFar ) && stance == PCS_AlertNear )
{
currTime = theGame.GetEngineTimeAsSeconds();
if ( !isConfirmingCombatStance )
{
isConfirmingCombatStance = true;
confirmCombatStanceTimeStamp = currTime;
return false;
}
else if ( currTime < confirmCombatStanceTimeStamp + 1.f )
{
if ( stance == PCS_AlertNear )
return false;
}
else
isConfirmingCombatStance = false;
}
else
isConfirmingCombatStance = false;
return true;
}
private var isInHolsterAnim : bool;
event OnHolsterWeaponStart()
{
isInHolsterAnim = true;
}
event OnHolsterWeaponEnd()
{
isInHolsterAnim = false;
}
final function GetPlayerCombatStance() : EPlayerCombatStance
{
return combatStance;
}
timer function DelayedDisableFindTarget( time : float , id : int)
{
if ( GetTarget().IsAlive() )
{
EnableFindTarget( false );
}
else
{
EnableFindTarget( true );
}
}
private var dodgeTimerRunning : bool;
function StartDodgeTimer()
{
dodgeTimerRunning = true;
thePlayer.AddTimer('DodgeTimer',0.2,false);
}
function StopDodgeTimer()
{
this.RemoveTimer('DodgeTimer');
dodgeTimerRunning = false;
}
function IsDodgeTimerRunning() : bool
{
return dodgeTimerRunning;
}
timer function DodgeTimer( dt : float, id : int )
{
dodgeTimerRunning = false;
}
public function EvadePressed( bufferAction : EBufferActionType )
{
}
public function PerformingCombatAction() : EBufferActionType
{
return BufferCombatAction;
}
public function PushCombatActionOnBuffer( action : EBufferActionType, stage : EButtonStage, optional allSteps : bool )
{
BufferButtonStage = stage;
BufferCombatAction = action;
BufferAllSteps = allSteps;
}
protected function ProcessCombatActionHeading( action : EBufferActionType ) : float
{
var processedActionHeading : float;
HandleMovement( 0.f );
if ( ShouldUsePCModeTargeting() )
return theGame.GetGameCamera().GetHeading();
if ( lAxisReleasedAfterCounter )
ResetCachedRawPlayerHeading();
processedActionHeading = cachedRawPlayerHeading;
return processedActionHeading;
}
function ResetRawPlayerHeading()
{
if ( GetDisplayTarget() )
rawPlayerHeading = VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() );
else
rawPlayerHeading = GetHeading();
}
function ResetCachedRawPlayerHeading()
{
cachedRawPlayerHeading = rawPlayerHeading;
if ( GetDisplayTarget() && IsDisplayTargetTargetable() && AbsF( AngleDistance( VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() ), this.GetHeading() ) ) < 90.f )
cachedRawPlayerHeading = VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() );
else
cachedRawPlayerHeading = this.GetHeading();
if ( canResetCachedCombatActionHeading )
cachedCombatActionHeading = cachedRawPlayerHeading;
}
public function GetCombatActionTarget( action : EBufferActionType ) : CGameplayEntity
{
var selectedTargetableEntity : CGameplayEntity;
if ( !this.IsUsingVehicle() )
selectedTargetableEntity = FindNonActorTarget( true, action );
if ( selectedTargetableEntity )
{
return selectedTargetableEntity;
}
else
{
if ( !this.IsUsingVehicle() )
FindTarget( true, action, true );
else
((CR4PlayerStateUseGenericVehicle)this.GetState( 'UseGenericVehicle' )).FindTarget();
return GetTarget();
}
}
private function FindNonActorTarget( actionCheck : bool, optional action : EBufferActionType ) : CGameplayEntity
{
var targetableEntities : array<CGameplayEntity>;
var selectedTargetableEntity : CGameplayEntity;
var selectionPriority : array< float >;
var selectionWeights : STargetSelectionWeights;
var findEntityDist : float;
var i, size : int;
var playerHeading : float;
var playerInventory : CInventoryComponent;
var castSignType : ESignType;
var targetingInfo : STargetingInfo;
var playerPosition : Vector;
var cameraPosition : Vector;
var playerHeadingVector : Vector;
var rawPlayerHeadingVector : Vector;
playerPosition = this.GetWorldPosition();
cameraPosition = theCamera.GetCameraPosition();
rawPlayerHeadingVector = VecFromHeading( rawPlayerHeading );
if ( bCanFindTarget && !IsHardLockEnabled() )
{
if ( actionCheck && IsInCombat() && action == EBAT_CastSign )
{
findEntityDist = 6.f;
selectionWeights.angleWeight = 0.375f;
selectionWeights.distanceWeight = 0.275f;
selectionWeights.distanceRingWeight = 0.35f;
}
else if ( !IsInCombat() && lastAxisInputIsMovement )
{
findEntityDist = softLockDist;
selectionWeights.angleWeight = 0.375f;
selectionWeights.distanceWeight = 0.275f;
selectionWeights.distanceRingWeight = 0.35f;
}
else
{
findEntityDist = softLockDist;
selectionWeights.angleWeight = 0.75f;
selectionWeights.distanceWeight = 0.125f;
selectionWeights.distanceRingWeight = 0.125f;
}
if ( !IsInCombat() || !bLAxisReleased )
{
FindGameplayEntitiesInRange( targetableEntities, this, findEntityDist, 10, theGame.params.TAG_SOFT_LOCK );
}
if ( targetableEntities.Size() > 0 )
{
playerInventory = this.GetInventory();
castSignType = this.GetEquippedSign();
if ( !bLAxisReleased )
{
targetingInfo.source = this;
targetingInfo.canBeTargetedCheck = false;
targetingInfo.coneCheck = true;
targetingInfo.coneHalfAngleCos = 0.5f;
targetingInfo.coneDist = softLockDist;
targetingInfo.coneHeadingVector = rawPlayerHeadingVector;
targetingInfo.distCheck = true;
targetingInfo.invisibleCheck = false;
targetingInfo.navMeshCheck = false;
targetingInfo.frameScaleX = 1.0f;
targetingInfo.frameScaleY = 1.0f;
targetingInfo.knockDownCheck = false;
targetingInfo.knockDownCheckDist = 0.0f;
targetingInfo.rsHeadingCheck = false;
targetingInfo.rsHeadingLimitCos = 1.0f;
}
for( i = targetableEntities.Size()-1; i>=0; i-=1 )
{
if ( bLAxisReleased )
{
if ( !lastAxisInputIsMovement )
{
if ( !WasVisibleInScaledFrame( targetableEntities[i], 0.9f, 0.9f ) )
{
targetableEntities.Erase(i);
continue;
}
}
else if ( !WasVisibleInScaledFrame( targetableEntities[i], 1.f, 1.f ) )
{
targetableEntities.Erase(i);
continue;
}
}
else
{
targetingInfo.targetEntity = targetableEntities[i];
if ( actionCheck && moveTarget )
{
targetingInfo.inFrameCheck = false;
if ( !IsEntityTargetable( targetingInfo ) )
{
targetableEntities.Erase(i);
continue;
}
}
else
{
targetingInfo.inFrameCheck = true;
if ( !IsEntityTargetable( targetingInfo ) )
{
targetableEntities.Erase(i);
continue;
}
}
}
if ( actionCheck )
{
if ( action == EBAT_ItemUse )
{
if ( ( playerInventory.IsItemBomb( this.GetSelectedItemId() ) && !targetableEntities[i].HasTag( 'softLock_Bomb' ) )
|| ( playerInventory.IsItemCrossbow( this.GetSelectedItemId() ) && !targetableEntities[i].HasTag( 'softLock_Bolt' ) ) )
{
targetableEntities.Erase(i);
continue;
}
}
else if ( action == EBAT_CastSign )
{
if ( ( castSignType == ST_Aard && !targetableEntities[i].HasTag( 'softLock_Aard' ) )
|| ( castSignType == ST_Igni && !targetableEntities[i].HasTag( 'softLock_Igni' ) )
|| ( castSignType == ST_Axii && !targetableEntities[i].HasTag( 'softLock_Axii' ) )
|| castSignType == ST_Yrden
|| castSignType == ST_Quen )
{
targetableEntities.Erase(i);
continue;
}
}
else if ( action == EBAT_LightAttack || action == EBAT_HeavyAttack || action == EBAT_SpecialAttack_Heavy )
{
if ( ( IsWeaponHeld( 'fist' ) && !targetableEntities[i].HasTag( 'softLock_Fist' ) ) || ( !IsWeaponHeld( 'fist' ) && !targetableEntities[i].HasTag( 'softLock_Weapon' ) ) )
{
targetableEntities.Erase(i);
continue;
}
}
else
{
targetableEntities.Erase(i);
continue;
}
}
}
}
if ( targetableEntities.Size() > 0)
{
playerHeading = this.GetHeading();
playerHeadingVector = this.GetHeadingVector();
if ( IsInCombat() )
{
for( i = 0; i < targetableEntities.Size(); i += 1 )
{
if ( bLAxisReleased )
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, cameraPosition, rawPlayerHeadingVector ) );
else
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, rawPlayerHeadingVector ) );
}
if ( selectionPriority.Size() > 0 )
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
}
else
{
if ( bLAxisReleased )
{
if ( !lastAxisInputIsMovement )
{
for( i = 0; i < targetableEntities.Size(); i += 1 )
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, cameraPosition, rawPlayerHeadingVector ) );
if ( selectionPriority.Size() > 0 )
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
}
else
{
if ( IsInCombatAction() )
selectedTargetableEntity = nonActorTarget;
else
{
for( i = 0; i < targetableEntities.Size(); i += 1 )
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, playerHeadingVector ) );
if ( selectionPriority.Size() > 0 )
{
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
targetingInfo.source = this;
targetingInfo.targetEntity = selectedTargetableEntity;
targetingInfo.canBeTargetedCheck = false;
targetingInfo.coneCheck = true;
targetingInfo.coneHalfAngleCos = 0.0f;
targetingInfo.coneDist = softLockDist;
targetingInfo.coneHeadingVector = this.GetHeadingVector();
targetingInfo.distCheck = true;
targetingInfo.invisibleCheck = false;
targetingInfo.navMeshCheck = false;
targetingInfo.inFrameCheck = false;
targetingInfo.frameScaleX = 1.0f;
targetingInfo.frameScaleY = 1.0f;
targetingInfo.knockDownCheck = false;
targetingInfo.knockDownCheckDist = 0.0f;
targetingInfo.rsHeadingCheck = false;
targetingInfo.rsHeadingLimitCos = 1.0f;
if ( !IsEntityTargetable( targetingInfo ) )
selectedTargetableEntity = NULL;
}
}
}
}
else
{
for( i = 0; i < targetableEntities.Size(); i += 1 )
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, rawPlayerHeadingVector ) );
if ( selectionPriority.Size() > 0 )
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
}
}
}
else
selectedTargetableEntity = NULL;
}
SetNonActorTarget( selectedTargetableEntity );
return selectedTargetableEntity;
}
public function SetupCombatAction( action : EBufferActionType, stage : EButtonStage )
{
var weaponType : EPlayerWeapon;
var canAttackTarget : CGameplayEntity;
var target : CActor;
if ( !IsCombatMusicEnabled() )
{
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
FindTarget();
UpdateDisplayTarget( true );
}
if ( displayTarget && IsDisplayTargetTargetable() )
canAttackTarget = displayTarget;
else if ( GetTarget() )
canAttackTarget = GetTarget();
else if( !target && IsCombatMusicEnabled() )
canAttackTarget = moveTarget;
target = (CActor)canAttackTarget;
if ( !AllowAttack( target, action ) )
return;
if( ( action != EBAT_ItemUse ) && ( action != EBAT_CastSign ) )
{
weaponType = weaponHolster.GetCurrentMeleeWeapon();
PrepareToAttack( target, action );
if ( weaponType != weaponHolster.GetCurrentMeleeWeapon() )
{
if ( !( weaponType == PW_None && weaponHolster.GetCurrentMeleeWeapon() == PW_Fists ) )
return;
}
}
if(action == EBAT_SpecialAttack_Heavy && !((W3ReplacerCiri)this) )
thePlayer.SetAttackActionName(SkillEnumToName(S_Sword_s02));
CriticalEffectAnimationInterrupted("SetupCombatAction " + action);
PushCombatActionOnBuffer( action, stage );
if( GetBIsCombatActionAllowed() )
{
ProcessCombatActionBuffer();
}
}
public function AllowAttack( target : CActor, action : EBufferActionType ) : bool
{
var newTarget : CActor;
var canAttackWhenNotInCombat : bool;
var messageDisplayed : bool;
var itemId : SItemUniqueId;
var isShootingCrossbow : bool;
var isInCorrectState : bool;
if ( target )
{
if ( target.IsTargetableByPlayer())
{
if ( !target.IsAttackableByPlayer() )
{
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_cant_attack_this_target"));
return false;
}
}
}
if ( this.GetCurrentStateName() == 'Exploration' )
isInCorrectState = true;
if ( action == EBAT_ItemUse )
{
itemId = thePlayer.GetSelectedItemId();
if ( inv.IsIdValid(itemId) && inv.IsItemCrossbow(itemId) )
isShootingCrossbow = true;
if ( !isInCorrectState )
{
if ( this.GetCurrentStateName() == 'AimThrow' && !isShootingCrossbow )
{
isInCorrectState = true;
}
}
}
if ( isInCorrectState )
canAttackWhenNotInCombat = thePlayer.CanAttackWhenNotInCombat( action, false, newTarget, target );
if( !target )
{
if ( isInCorrectState )
{
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
target = newTarget;
}
}
if ( isInCorrectState )
{
if ( !canAttackWhenNotInCombat )
{
if ( DisplayCannotAttackMessage( target ) )
messageDisplayed = true;
else if ( ( action == EBAT_LightAttack || action == EBAT_HeavyAttack )
&& !RaiseAttackFriendlyEvent( target ) )
messageDisplayed = true;
else
{
if ( !CanRaiseCombatActionFriendlyEvent( isShootingCrossbow ) )
messageDisplayed = true;
}
}
if ( messageDisplayed )
{
theInput.ForceDeactivateAction('ThrowItem');
theInput.ForceDeactivateAction('ThrowItemHold');
this.SignalGameplayEvent( 'FriendlyAttackAction' );
return false;
}
}
return true;
}
public function ProcessCombatActionBuffer() : bool
{
var actionResult : bool;
var action : EBufferActionType = this.BufferCombatAction;
var stage : EButtonStage = this.BufferButtonStage;
var s : SNotWorkingOutFunctionParametersHackStruct1;
var allSteps : bool = this.BufferAllSteps;
if ( IsInCombatActionFriendly() )
{
RaiseEvent('CombatActionFriendlyEnd');
}
if ( ( action != EBAT_SpecialAttack_Heavy && action != EBAT_ItemUse )
|| ( action == EBAT_SpecialAttack_Heavy && stage == BS_Pressed )
|| ( action == EBAT_ItemUse && stage != BS_Released ) )
{
GetMovingAgentComponent().GetMovementAdjustor().CancelAll();
SetUnpushableTarget( NULL );
}
if ( !( action == EBAT_Dodge || action == EBAT_Roll ) )
{
SetIsCurrentlyDodging(false);
}
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
if ( action == EBAT_ItemUse && GetInventory().IsItemCrossbow( selectedItemId ) )
{
if ( rangedWeapon
&& ( ( rangedWeapon.GetCurrentStateName() != 'State_WeaponShoot' && rangedWeapon.GetCurrentStateName() != 'State_WeaponAim' ) || GetIsShootingFriendly() ) )
{
SetSlideTarget( GetCombatActionTarget( action ) );
}
}
else if ( !( ( action == EBAT_SpecialAttack_Heavy && stage == BS_Released ) || GetCurrentStateName() == 'AimThrow' ) )
{
SetSlideTarget( GetCombatActionTarget( action ) );
}
if( !slideTarget )
LogChannel( 'Targeting', "NO SLIDE TARGET" );
actionResult = true;
switch ( action )
{
case EBAT_EMPTY :
{
this.BufferAllSteps = false;
return true;
} break;
case EBAT_LightAttack :
{
if ( IsCiri() )
return false;
switch ( stage )
{
case BS_Pressed :
{
DrainStamina(ESAT_LightAttack);
thePlayer.BreakPheromoneEffect();
actionResult = OnPerformAttack(theGame.params.ATTACK_NAME_LIGHT);
} break;
default :
{
actionResult = false;
}break;
}
}break;
case EBAT_HeavyAttack :
{
if ( IsCiri() )
return false;
switch ( stage )
{
case BS_Released :
{
DrainStamina(ESAT_HeavyAttack);
thePlayer.BreakPheromoneEffect();
actionResult = this.OnPerformAttack(theGame.params.ATTACK_NAME_HEAVY);
} break;
case BS_Pressed :
{
if ( this.GetCurrentStateName() == 'CombatFists' )
{
DrainStamina(ESAT_HeavyAttack);
thePlayer.BreakPheromoneEffect();
actionResult = this.OnPerformAttack(theGame.params.ATTACK_NAME_HEAVY);
}
} break;
default :
{
actionResult = false;
} break;
}
} break;
case EBAT_ItemUse :
{
switch ( stage )
{
case BS_Pressed :
{
if ( !( (W3PlayerWitcher)this ) ||
( !IsInCombatActionFriendly() && !( !GetBIsCombatActionAllowed() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign ) ) ) )
{
if ( inv.IsItemCrossbow( selectedItemId ) )
{
rangedWeapon = ( Crossbow )( inv.GetItemEntityUnsafe( selectedItemId ) );
rangedWeapon.OnRangedWeaponPress();
GetTarget().SignalGameplayEvent( 'Approach' );
GetTarget().SignalGameplayEvent( 'ShootingCrossbow' );
}
else if(inv.IsItemBomb(selectedItemId) && this.inv.SingletonItemGetAmmo(selectedItemId) > 0 )
{
if( ((W3PlayerWitcher)this).GetBombDelay( ((W3PlayerWitcher)this).GetItemSlot( selectedItemId ) ) <= 0.0f )
{
BombThrowStart();
GetTarget().SignalGameplayEvent( 'Approach' );
}
}
else
{
DrainStamina(ESAT_UsableItem);
UsableItemStart();
}
}
} if (!allSteps) break;
case BS_Released:
{
if ( !( (W3PlayerWitcher)this ) ||
( !IsInCombatActionFriendly() && ( GetBIsCombatActionAllowed() || !( !GetBIsCombatActionAllowed() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign ) ) ) ) )
{
if ( inv.IsItemCrossbow( selectedItemId ) )
{
rangedWeapon.OnRangedWeaponRelease();
}
else if(inv.IsItemBomb(selectedItemId))
{
BombThrowRelease();
}
else
{
UsableItemRelease();
}
}
} break;
default :
{
actionResult = false;
break;
}
}
} break;
case EBAT_Dodge :
{
switch ( stage )
{
case BS_Released :
{
theGame.GetBehTreeReactionManager().CreateReactionEvent( this, 'PlayerEvade', 1.0f, 10.0f, -1.0f, -1 );
thePlayer.BreakPheromoneEffect();
actionResult = this.OnPerformEvade( PET_Dodge );
} break;
default :
{
actionResult = false;
} break;
}
} break;
case EBAT_Roll :
{
if ( IsCiri() )
return false;
switch ( stage )
{
case BS_Released :
{
theGame.GetBehTreeReactionManager().CreateReactionEvent( this, 'PlayerEvade', 1.0f, 10.0f, -1.0f, -1 );
thePlayer.BreakPheromoneEffect();
actionResult = this.OnPerformEvade( PET_Roll );
} break;
case BS_Pressed :
{
if ( this.GetBehaviorVariable( 'combatActionType' ) == 2.f )
{
if ( GetCurrentStateName() == 'CombatSteel' || GetCurrentStateName() == 'CombatSilver' )
actionResult = this.OnPerformEvade( PET_Pirouette );
else
actionResult = this.OnPerformEvade( PET_Roll );
}
else
{
if ( GetCurrentStateName() == 'CombatSteel' || GetCurrentStateName() == 'CombatSilver' )
{
actionResult = this.OnPerformEvade( PET_Dodge );
actionResult = this.OnPerformEvade( PET_Pirouette );
}
else
{
actionResult = this.OnPerformEvade( PET_Dodge );
actionResult = this.OnPerformEvade( PET_Roll );
}
}
} break;
default :
{
actionResult = false;
} break;
}
} break;
case EBAT_Draw_Steel :
{
switch ( stage )
{
case BS_Pressed :
{
if( !IsActionAllowed(EIAB_DrawWeapon) )
{
thePlayer.DisplayActionDisallowedHudMessage(EIAB_DrawWeapon);
actionResult = false;
break;
}
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'steelsword' ) )
{
OnEquipMeleeWeapon( PW_Steel, false, true );
}
actionResult = false;
} break;
default :
{
actionResult = false;
} break;
}
} break;
case EBAT_Draw_Silver :
{
switch ( stage )
{
case BS_Pressed :
{
if( !IsActionAllowed(EIAB_DrawWeapon) )
{
thePlayer.DisplayActionDisallowedHudMessage(EIAB_DrawWeapon);
actionResult = false;
break;
}
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'silversword' ) )
{
OnEquipMeleeWeapon( PW_Silver, false, true );
}
actionResult = false;
} break;
default :
{
actionResult = false;
} break;
}
} break;
case EBAT_Sheathe_Sword :
{
switch ( stage )
{
case BS_Pressed :
{
if( GetCurrentMeleeWeaponType() == PW_Silver )
{
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'silversword' ) )
{
OnEquipMeleeWeapon( PW_Silver, false, true );
}
}
else if( GetCurrentMeleeWeaponType() == PW_Steel )
{
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'steelsword' ) )
{
OnEquipMeleeWeapon( PW_Steel, false, true );
}
}
actionResult = false;
} break;
default :
{
actionResult = false;
} break;
}
} break;
default:
return false;
}
CleanCombatActionBuffer();
if (actionResult)
{
SetCombatAction( action ) ;
if(GetWitcherPlayer().IsInFrenzy())
GetWitcherPlayer().SkillFrenzyFinish(0);
}
return true;
}
public function CleanCombatActionBuffer()
{
BufferCombatAction = EBAT_EMPTY;
BufferAllSteps = false;
}
public function CancelHoldAttacks()
{
RemoveTimer( 'IsSpecialLightAttackInputHeld' );
RemoveTimer( 'IsSpecialHeavyAttackInputHeld' );
RemoveTimer( 'SpecialAttackLightSustainCost' );
RemoveTimer( 'SpecialAttackHeavySustainCost' );
RemoveTimer( 'UpdateSpecialAttackLightHeading' );
UnblockAction( EIAB_Crossbow, 'SpecialAttack' );
ResumeStaminaRegen('WhirlSkill');
if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_SpecialAttack && GetBehaviorVariable( 'isPerformingSpecialAttack' ) == 1.f )
{
if( GetBehaviorVariable( 'playerAttackType' ) == (int)PAT_Light )
{
SetAttackActionName(SkillEnumToName(S_Sword_s01));
PushCombatActionOnBuffer( EBAT_SpecialAttack_Light, BS_Released );
ProcessCombatActionBuffer();
((W3PlayerWitcherStateCombatFists) GetState('Combat')).ResetTimeToEndCombat();
}
else if( GetBehaviorVariable( 'playerAttackType' ) == (int)PAT_Heavy )
{
SetAttackActionName(SkillEnumToName(S_Sword_s02));
PushCombatActionOnBuffer( EBAT_SpecialAttack_Heavy, BS_Released );
ProcessCombatActionBuffer();
}
}
}
public function RaiseAttackFriendlyEvent( actor : CActor ) : bool
{
var playerToTargetHeading : float;
if ( actor && RaiseCombatActionFriendlyEvent() )
{
SetBehaviorVariable( 'tauntTypeForOverlay', 0.f );
SetBehaviorVariable( 'combatActionTypeForOverlay', (int)CAT_Attack );
if ( actor )
actor.SignalGameplayEvent('PersonalTauntAction');
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'TauntAction', -1.0, 4.5f, -1, 9999, true );
OnCombatActionStart();
playerToTargetHeading = VecHeading( actor.GetWorldPosition() - GetWorldPosition() );
SetCustomRotation( 'Attack', playerToTargetHeading, 0.0f, 0.3f, false );
return true;
}
return false;
}
public function SendAttackReactionEvent()
{
var reactionName : name;
reactionName = 'AttackAction';
if ( IsNameValid(reactionName) )
{
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, reactionName, -1.0, 8.0f, -1, 5, true );
}
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'outOfMyWay', -1.0, 2.0f, -1, 5, true );
}
var forceCanAttackWhenNotInCombat : int;
public function SetForceCanAttackWhenNotInCombat( forceMode : int )
{
forceCanAttackWhenNotInCombat = forceMode;
}
public function CanAttackWhenNotInCombat( actionType : EBufferActionType, altCast : bool, out newTarget : CActor, optional target : CGameplayEntity ) : bool
{
var localTargets : array<CActor>;
var i, size : int;
var inputHeading : float;
var clearanceMin, clearanceMax : float;
var attackLength : float;
var attackAngle : float;
var npc : CNewNPC;
var canAttackTarget : CGameplayEntity;
var canAttackTargetActor : CActor;
if ( target )
canAttackTarget = target;
else if ( displayTarget && IsDisplayTargetTargetable() )
canAttackTarget = displayTarget;
else
canAttackTarget = slideTarget;
canAttackTargetActor = (CActor)canAttackTarget;
if ( forceCanAttackWhenNotInCombat == 2 )
return true;
else if ( forceCanAttackWhenNotInCombat == 1 && ( !canAttackTarget || !canAttackTargetActor.IsHuman() ) )
return true;
if ( actionType == EBAT_CastSign )
{
if ( thePlayer.GetEquippedSign() != ST_Quen && thePlayer.GetEquippedSign() != ST_Axii )
{
if ( CanUseSkill( S_Magic_s20 ) )
{
if ( thePlayer.GetEquippedSign() == ST_Aard )
attackLength = 6.f;
else if ( thePlayer.GetEquippedSign() == ST_Igni )
attackLength = 4.f;
else
attackLength = 6.f;
}
else
{
if ( thePlayer.GetEquippedSign() == ST_Aard )
attackLength = 9.f;
else if ( thePlayer.GetEquippedSign() == ST_Igni )
attackLength = 6.f;
else
attackLength = 6.f;
}
if ( altCast )
attackAngle = 180.f;
else
attackAngle = 90.f;
if ( !lastAxisInputIsMovement )
inputHeading = VecHeading( theCamera.GetCameraDirection() );
else if ( lAxisReleasedAfterCounter )
inputHeading = GetHeading();
else
inputHeading = GetCombatActionHeading();
clearanceMin = 1.f;
clearanceMax = attackLength + 1.f;
}
else if ( thePlayer.GetEquippedSign() == ST_Axii )
{
npc = (CNewNPC)canAttackTarget;
if ( npc && npc.GetNPCType() == ENGT_Quest && !npc.HasTag(theGame.params.TAG_AXIIABLE_LOWER_CASE) && !npc.HasTag(theGame.params.TAG_AXIIABLE))
return false;
else if ( npc && npc.IsUsingHorse() )
return false;
else
return true;
}
else
return true;
}
else if ( actionType == EBAT_ItemUse )
{
attackLength = theGame.params.MAX_THROW_RANGE;
attackAngle = 90.f;
if ( thePlayer.lastAxisInputIsMovement )
inputHeading = GetCombatActionHeading();
else
inputHeading = VecHeading( theCamera.GetCameraDirection() );
clearanceMin = 0.8f;
clearanceMax = attackLength + 3.f;
}
else
{
if ( actionType == EBAT_SpecialAttack_Light || actionType == EBAT_SpecialAttack_Heavy )
{
attackLength = 1.9f;
attackAngle = 90.f;
}
else
{
if( thePlayer.GetCurrentMeleeWeaponType() == PW_Fists || thePlayer.GetCurrentMeleeWeaponType() == PW_None )
attackLength = 1.2f;
else
attackLength = 1.9f;
attackAngle = 90.f;
}
if ( lastAxisInputIsMovement )
inputHeading = GetCombatActionHeading();
else
inputHeading = VecHeading( theCamera.GetCameraDirection() );
clearanceMin = attackLength / 2.f;
clearanceMax = attackLength + 3.f;
}
if ( canAttackTarget )
{
if ( ( canAttackTargetActor && canAttackTargetActor.IsHuman() ) || canAttackTargetActor.HasTag( 'softLock_Friendly' ) )
{
if ( ShouldPerformFriendlyAction( canAttackTargetActor, inputHeading, attackAngle, clearanceMin, clearanceMax ) )
{
SetSlideTarget( canAttackTargetActor );
newTarget = canAttackTargetActor;
return false;
}
}
}
return true;
thePlayer.GetVisibleEnemies( localTargets );
size = localTargets.Size();
if ( size > 0 )
{
for ( i = size-1; i>=0; i-=1 )
{
if ( !localTargets[i].IsHuman() && !localTargets[i].HasTag( 'softLock_Friendly' ) )
localTargets.Erase(i);
}
}
size = localTargets.Size();
if ( size > 0 )
{
for ( i = 0; i < localTargets.Size(); i += 1 )
{
if ( ShouldPerformFriendlyAction( localTargets[i], inputHeading, attackAngle, clearanceMin, clearanceMax ) )
{
SetSlideTarget( localTargets[i] );
newTarget = localTargets[i];
return false;
}
}
}
newTarget = NULL;
return true;
}
private function ShouldPerformFriendlyAction( actor : CActor, inputHeading, attackAngle, clearanceMin, clearanceMax : float ) : bool
{
var npc : CNewNPC;
var argh : float;
var playerToTargetDist : float;
npc = (CNewNPC)actor;
if ( npc &&
( GetAttitudeBetween(thePlayer, npc) == AIA_Hostile || ( GetAttitudeBetween(thePlayer, npc) == AIA_Neutral && npc.GetNPCType() != ENGT_Guard ) ) )
{
}
else
{
playerToTargetDist = VecDistance( this.GetWorldPosition(), actor.PredictWorldPosition( 0.5f ) );
argh = AbsF( AngleDistance( inputHeading, VecHeading( actor.GetWorldPosition() - thePlayer.GetWorldPosition() ) ) );
if ( AbsF( AngleDistance( inputHeading, VecHeading( actor.GetWorldPosition() - thePlayer.GetWorldPosition() ) ) ) < attackAngle )
{
if ( playerToTargetDist < clearanceMax )
{
return true;
}
}
else
{
if ( playerToTargetDist < clearanceMin )
{
return true;
}
}
}
return false;
}
public function GetHudMessagesSize() : int
{
return HudMessages.Size();
}
public function GetHudPendingMessage() : string
{
return HudMessages[0];
}
public function DisplayHudMessage( value : string ) : void
{
if (value == "")
{
return;
}
if( GetHudMessagesSize() > 0 )
{
if( HudMessages[HudMessages.Size()-1] == value )
{
return;
}
}
HudMessages.PushBack(value);
}
private final function DisallowedActionDontShowHack(action : EInputActionBlock, isTimeLock : bool) : bool
{
var locks : array< SInputActionLock >;
var i : int;
if((action == EIAB_Fists || action == EIAB_SwordAttack || action == EIAB_Signs || action == EIAB_LightAttacks || action == EIAB_HeavyAttacks || action == EIAB_SpecialAttackLight || action == EIAB_SpecialAttackHeavy) && (HasBuff(EET_Stagger) || HasBuff(EET_LongStagger)) )
{
return true;
}
if( action == EIAB_ThrowBomb && ( HasBuff( EET_Hypnotized ) || HasBuff( EET_Confusion ) ) )
{
return false;
}
if(isTimeLock)
return false;
if(action == EIAB_OpenMeditation)
return false;
locks = GetActionLocks(action);
for(i=0; i<locks.Size(); i+=1)
{
if(locks[i].isFromQuest || locks[i].isFromPlace)
return false;
}
if ( this.IsCurrentlyUsingItemL() )
{
if ( action == EIAB_HeavyAttacks || action == EIAB_Parry )
return false;
}
return true;
}
public final function DisplayActionDisallowedHudMessage(action : EInputActionBlock, optional isCombatLock : bool, optional isPlaceLock : bool, optional isTimeLock : bool, optional isDangerous : bool)
{
var lockType : name;
if(action != EIAB_Undefined && DisallowedActionDontShowHack(action, isTimeLock))
return;
if(IsInCombat() && !IsActionCombat(action))
isCombatLock = true;
if(!isCombatLock && !isPlaceLock && !isTimeLock && action != EIAB_Undefined)
{
lockType = inputHandler.GetActionBlockedHudLockType(action);
if(lockType == 'combat')
isCombatLock = true;
else if(lockType == 'place')
isPlaceLock = true;
else if(lockType == 'time')
isTimeLock = true;
}
if(isDangerous)
{
DisplayHudMessage(GetLocStringByKeyExt( "message_meditation_too_dangerous" ));
}
else if(isCombatLock)
{
DisplayHudMessage(GetLocStringByKeyExt( "panel_hud_message_actionnotallowed_combat" ));
}
else if(isPlaceLock)
{
DisplayHudMessage(GetLocStringByKeyExt( "menu_cannot_perform_action_here" ));
}
else if(isTimeLock)
{
DisplayHudMessage(GetLocStringByKeyExt( "menu_cannot_perform_action_now" ));
}
}
public function RemoveHudMessageByString(msg : string, optional allQueuedInstances : bool)
{
var i, j : int;
for(i=0; i<HudMessages.Size(); i+=1)
{
if(HudMessages[i] == msg)
{
HudMessages.EraseFast(i);
if(!allQueuedInstances)
return;
break;
}
}
for(j=HudMessages.Size()-1; j >= i; j-=1)
{
if(HudMessages[i] == msg)
{
HudMessages.EraseFast(i);
}
}
}
public function RemoveHudMessageByIndex(idx : int)
{
if(idx >= 0 && idx < HudMessages.Size())
HudMessages.Erase(idx);
}
function SetSettlementBlockCanter( valueAdd : int )
{
m_SettlementBlockCanter += valueAdd;
}
var countDownToStart : int;
default countDownToStart = 0;
function DisplayRaceStart( countDownSecondsNumber : int )
{
var i : int;
countDownToStart = countDownSecondsNumber;
for( i = countDownSecondsNumber; i > 0; i -= 1 )
{
DisplayHudMessage(IntToString(i));
}
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_race_start"));
AddTimer('RaceCountdown',1,true);
}
timer function RaceCountdown(dt : float, id : int)
{
var hud : CR4ScriptedHud;
var messageModule : CR4HudModuleMessage;
countDownToStart -= 1;
hud = (CR4ScriptedHud)theGame.GetHud();
if( hud )
{
messageModule = (CR4HudModuleMessage)hud.GetHudModule("MessageModule");
if( messageModule )
{
messageModule.OnMessageHidden();
}
}
if( countDownToStart <= 0 )
{
RemoveTimer('RaceCountdown');
}
}
public function GetCountDownToStart() : int
{
return countDownToStart;
}
public function HAXE3GetContainer() : W3Container
{
return HAXE3Container;
}
public function HAXE3SetContainer( container : W3Container) : void
{
HAXE3Container = container;
}
public function HAXE3GetAutoLoot() : bool
{
return HAXE3bAutoLoot;
}
public function HAXE3SetAutoLoot( value : bool ) : void
{
HAXE3bAutoLoot = value;
}
public function GetShowHud() : bool
{
return bShowHud;
}
public function SetShowHud( value : bool ) : void
{
bShowHud = value;
}
public function DisplayItemRewardNotification( itemName : name, optional quantity : int ) : void
{
var hud : CR4ScriptedHud;
hud = (CR4ScriptedHud)theGame.GetHud();
hud.OnItemRecivedDuringScene(itemName, quantity);
}
function IsNewQuest( questGuid : CGUID ) : bool
{
var i : int;
for(i = 0; i < displayedQuestsGUID.Size(); i += 1 )
{
if( displayedQuestsGUID[i] == questGuid )
{
return false;
}
}
displayedQuestsGUID.PushBack(questGuid);
return true;
}
function GetRewardMultiplierData( rewardName : name ) : SRewardMultiplier
{
var defaultReward : SRewardMultiplier;
var i : int;
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
{
if( rewardsMultiplier[i].rewardName == rewardName )
{
return rewardsMultiplier[i];
}
}
defaultReward.rewardName = rewardName;
defaultReward.rewardMultiplier = 1.0;
defaultReward.isItemMultiplier = false;
return defaultReward;
}
function GetRewardMultiplier( rewardName : name ) : float
{
var i : int;
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
{
if( rewardsMultiplier[i].rewardName == rewardName )
{
return rewardsMultiplier[i].rewardMultiplier;
}
}
return 1.0;
}
function GetRewardMultiplierExists( rewardName : name ) : bool
{
var i : int;
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
{
if( rewardsMultiplier[i].rewardName == rewardName )
{
return true;
}
}
return false;
}
function SetRewardMultiplier( rewardName : name, value : float, optional isItemMultiplier : bool ) : void
{
var i : int;
var rewardMultiplier : SRewardMultiplier;
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
{
if( rewardsMultiplier[i].rewardName == rewardName )
{
rewardsMultiplier[i].rewardMultiplier = value;
rewardsMultiplier[i].isItemMultiplier = isItemMultiplier;
return;
}
}
rewardMultiplier.rewardName = rewardName;
rewardMultiplier.rewardMultiplier = value;
rewardMultiplier.isItemMultiplier = isItemMultiplier;
rewardsMultiplier.PushBack(rewardMultiplier);
}
function RemoveRewardMultiplier( rewardName : name ) : void
{
var i : int;
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
{
if( rewardsMultiplier[i].rewardName == rewardName )
{
rewardsMultiplier.Erase(i);
return;
}
}
}
public final function TissueExtractorDischarge() : bool
{
var ids : array<SItemUniqueId>;
var chargesLeft, uses, curr, max, red, blue, green : int;
var i : int;
var text : string;
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
if( ids.Size() == 0 )
{
return false;
}
curr = GetTissueExtractorChargesCurr();
max = GetTissueExtractorChargesMax();
if( curr >= max )
{
uses = FloorF( ( ( float ) curr ) / ( ( float ) max ) );
chargesLeft = Max( 0, curr - uses * max );
inv.SetItemModifierInt( ids[0], 'charges', chargesLeft );
blue = 0;
green = 0;
red = 0;
for( i=0; i<uses; i+=1 )
{
switch( RandRange( 3 ) )
{
case 0:
blue += 1;
break;
case 1:
green += 1;
break;
case 2:
red += 1;
}
}
text = GetLocStringByKeyExt( "message_q705_extractor_extracted" );
if( blue > 0 )
{
inv.AddAnItem( 'Greater mutagen blue', blue, false, true );
text += "<br/>" + blue + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen blue' ) );
}
if( green > 0 )
{
inv.AddAnItem( 'Greater mutagen green', green, false, true );
text += "<br/>" + green + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen green' ) );
}
if( red > 0 )
{
inv.AddAnItem( 'Greater mutagen red', red, false, true );
text += "<br/>" + red + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen red' ) );
}
theGame.GetGuiManager().ShowNotification( text );
inv.SetItemModifierInt( ids[0], 'ui_notified', 0 );
return true;
}
else
{
theGame.GetGuiManager().ShowNotification( GetLocStringByKeyExt( "message_q705_extractor_too_few_charges" ) );
}
return false;
}
public final function TissueExtractorIncCharge()
{
var ids : array<SItemUniqueId>;
var uiData : SInventoryItemUIData;
var curr : int;
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
if( ids.Size() == 0 )
{
return;
}
curr = GetTissueExtractorChargesCurr() + 1;
inv.SetItemModifierInt( ids[0], 'charges', curr );
if( curr >= GetTissueExtractorChargesMax() )
{
uiData = inv.GetInventoryItemUIData( ids[0] );
uiData.isNew = true;
inv.SetInventoryItemUIData( ids[0], uiData );
if( inv.GetItemModifierInt( ids[0], 'ui_notified', 0 ) == 0 )
{
inv.SetItemModifierInt( ids[0], 'ui_notified', 1 );
theGame.GetGuiManager().ShowNotification( GetLocStringByKeyExt( "message_q705_extractor_charged" ), , true );
}
}
}
public final function GetTissueExtractorChargesCurr() : int
{
var ids : array<SItemUniqueId>;
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
if( ids.Size() == 0 )
{
return 0;
}
return inv.GetItemModifierInt( ids[0], 'charges', 0 );
}
public final function GetTissueExtractorChargesMax() : int
{
var ids : array<SItemUniqueId>;
var val : SAbilityAttributeValue;
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
if( ids.Size() == 0 )
{
return 0;
}
val = inv.GetItemAttributeValue( ids[0], 'maxCharges' );
return FloorF( val.valueBase );
}
public function GetEquippedSword(steel : bool) : SItemUniqueId;
public final function HasRequiredLevelToEquipItem(item : SItemUniqueId) : bool
{
if(HasBuff(EET_WolfHour))
{
if((inv.GetItemLevel(item) - 2) > GetLevel() )
return false;
}
else
{
if(inv.GetItemLevel(item) > GetLevel() )
return false;
}
return true;
}
public function SkillReduceBombAmmoBonus()
{
var i, ammo, maxAmmo : int;
var items : array<SItemUniqueId>;
items = inv.GetSingletonItems();
for(i=0; i<items.Size(); i+=1)
{
ammo = inv.GetItemModifierInt(items[i], 'ammo_current');
if(ammo > 0)
{
maxAmmo = inv.SingletonItemGetMaxAmmo(items[i]);
if(ammo > maxAmmo)
{
inv.SetItemModifierInt(items[i], 'ammo_current', maxAmmo);
}
}
}
theGame.GetGlobalEventsManager().OnScriptedEvent( SEC_OnAmmoChanged );
}
public function ConsumeItem( itemId : SItemUniqueId ) : bool
{
var params : SCustomEffectParams;
var buffs : array<SEffectInfo>;
var i : int;
var category : name;
var potionToxicity : float;
if(!inv.IsIdValid(itemId))
return false;
category = inv.GetItemCategory(itemId);
if(category == 'edibles' || inv.ItemHasTag(itemId, 'Drinks') || ( category == 'alchemy_ingredient' && inv.ItemHasTag(itemId, 'Alcohol')) )
{
if(IsFistFightMinigameEnabled())
{
DisplayActionDisallowedHudMessage(EIAB_Undefined, false, false, true);
return false;
}
inv.GetItemBuffs(itemId, buffs);
for(i=0; i<buffs.Size(); i+=1)
{
params.effectType = buffs[i].effectType;
params.creator = this;
params.sourceName = "edible";
params.customAbilityName = buffs[i].effectAbilityName;
AddEffectCustom(params);
}
if ( inv.ItemHasTag(itemId, 'Alcohol') )
{
potionToxicity = CalculateAttributeValue(inv.GetItemAttributeValue(itemId, 'toxicity'));
abilityManager.GainStat(BCS_Toxicity, potionToxicity );
AddEffectDefault(EET_Drunkenness, NULL, inv.GetItemName(itemId));
}
PlayItemConsumeSound( itemId );
}
if(inv.IsItemFood(itemId))
FactsAdd("consumed_food_cnt");
if(!inv.ItemHasTag(itemId, theGame.params.TAG_INFINITE_USE) && !inv.RemoveItem(itemId))
{
LogAssert(false,"Failed to remove consumable item from player inventory!" + inv.GetItemName( itemId ) );
return false;
}
return true;
}
public function MountVehicle( vehicleEntity : CEntity, mountType : EVehicleMountType, optional vehicleSlot : EVehicleSlot )
{
var vehicle : CVehicleComponent;
vehicle = (CVehicleComponent)(vehicleEntity.GetComponentByClassName('CVehicleComponent'));
if ( vehicle )
vehicle.Mount( this, mountType, vehicleSlot );
}
public function DismountVehicle( vehicleEntity : CEntity, dismountType : EDismountType )
{
var vehicle : CVehicleComponent;
vehicle = (CVehicleComponent)(vehicleEntity.GetComponentByClassName('CVehicleComponent'));
if ( vehicle )
vehicle.IssueCommandToDismount( dismountType );
}
protected function ShouldDrainStaminaWhileSprinting() : bool
{
if( HasBuff( EET_PolishedGenitals ) && !IsInCombat() && !IsThreatened() )
{
return false;
}
return super.ShouldDrainStaminaWhileSprinting();
}
public function HasStaminaToUseAction(action : EStaminaActionType, optional abilityName : name, optional dt :float, optional multiplier : float) : bool
{
var cost : float;
var ret : bool;
ret = super.HasStaminaToUseAction(action, abilityName, dt, multiplier);
if(!ret)
{
SetCombatActionHeading( GetHeading() );
if(multiplier == 0)
multiplier = 1;
cost = multiplier * GetStaminaActionCost(action, abilityName, dt);
SetShowToLowStaminaIndication(cost);
}
return ret;
}
timer function AbilityManager_FloorStaminaSegment(dt : float, id : int)
{
((W3PlayerAbilityManager)abilityManager).FloorStaminaSegment();
}
public function DrainToxicity(amount : float )
{
if(abilityManager && abilityManager.IsInitialized() && IsAlive())
abilityManager.DrainToxicity(amount);
}
public function DrainFocus(amount : float )
{
if(abilityManager && abilityManager.IsInitialized() && IsAlive())
abilityManager.DrainFocus(amount);
}
public function GetOffenseStat():int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetOffenseStat();
return 0;
}
public function GetDefenseStat():int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetDefenseStat();
return 0;
}
public function GetSignsStat():float
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSignsStat();
return 0;
}
private var inWaterTrigger : bool;
event OnOceanTriggerEnter()
{
inWaterTrigger = true;
}
event OnOceanTriggerLeave()
{
inWaterTrigger = false;
}
public function IsInWaterTrigger() : bool
{
return inWaterTrigger;
}
public function GetSkillColor(skill : ESkill) : ESkillColor
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillColor(skill);
return SC_None;
}
public function GetSkillSlotIndexFromSkill(skill : ESkill) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIndexFromSkill(skill);
return -1;
}
public final function GetSkillSlotIndex(slotID : int, checkIfUnlocked : bool) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIndex(slotID, checkIfUnlocked);
return -1;
}
public final function GetSkillSlotIDFromIndex(skillSlotIndex : int) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIDFromIndex(skillSlotIndex);
return -1;
}
public function GetSkillSlotID(skill : ESkill) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotID(skill);
return -1;
}
public function GetSkillGroupBonus(groupID : int) : name
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetGroupBonus(groupID);
return '';
}
public function GetGroupBonusCount(commonColor : ESkillColor,groupID : int) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillGroupColorCount(commonColor, groupID);
return 0;
}
public function GetMutagenSlotIDFromGroupID(groupID : int) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetMutagenSlotIDFromGroupID(groupID);
return -1;
}
public function GetSkillLevel(skill : ESkill) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillLevel(skill);
return -1;
}
public function GetBoughtSkillLevel(skill : ESkill) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetBoughtSkillLevel(skill);
return -1;
}
public function AddSkill(skill : ESkill, optional isTemporary : bool)
{
if(abilityManager && abilityManager.IsInitialized())
((W3PlayerAbilityManager)abilityManager).AddSkill(skill, isTemporary);
}
public function AddMultipleSkills(skill : ESkill, optional number : int, optional isTemporary : bool)
{
var i : int;
if(number)
{
for( i=0; i<number; i+=1)
{
AddSkill(skill,isTemporary);
}
}
else
{
AddSkill(skill,isTemporary);
}
}
public function GetSkillAbilityName(skill : ESkill) : name
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillAbilityName(skill);
return '';
}
public function HasStaminaToUseSkill(skill : ESkill, optional perSec : bool, optional signHack : bool) : bool
{
var ret : bool;
var cost : float;
cost = GetSkillStaminaUseCost(skill, perSec);
ret = ( CanUseSkill(skill) && (abilityManager.GetStat(BCS_Stamina, signHack) >= cost) );
if(!ret && IsSkillSign(skill) && CanUseSkill(S_Perk_09) && GetStat(BCS_Focus) >= 1)
{
ret = true;
}
if( !ret && IsSkillSign( skill ) && GetWitcherPlayer().HasBuff( EET_GryphonSetBonus ) )
{
ret = true;
}
if(!ret)
{
SetCombatActionHeading( GetHeading() );
SetShowToLowStaminaIndication(cost);
}
return ret;
}
protected function GetSkillStaminaUseCost(skill : ESkill, optional perSec : bool) : float
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillStaminaUseCost(skill, perSec);
return 0;
}
public function GetSkillAttributeValue(skill : ESkill, attributeName : name, addBaseCharAttribute : bool, addSkillModsAttribute : bool) : SAbilityAttributeValue
{
var null : SAbilityAttributeValue;
if(abilityManager && abilityManager.IsInitialized())
return abilityManager.GetSkillAttributeValue(SkillEnumToName(skill), attributeName, addBaseCharAttribute, addSkillModsAttribute);
return null;
}
public function GetSkillLocalisationKeyName(skill : ESkill) : string
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillLocalisationKeyName(skill);
return "";
}
public function GetSkillLocalisationKeyDescription(skill : ESkill) : string
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillLocalisationKeyDescription(skill);
return "";
}
public function GetSkillIconPath(skill : ESkill) : string
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillIconPath(skill);
return "";
}
public function HasLearnedSkill(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).HasLearnedSkill(skill);
return false;
}
public function IsSkillEquipped(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).IsSkillEquipped(skill);
return false;
}
public function CanUseSkill(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).CanUseSkill(skill);
return false;
}
public function CanLearnSkill(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).CanLearnSkill(skill);
return false;
}
public function HasSpentEnoughPoints(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).HasSpentEnoughPoints(skill);
return false;
}
public function PathPointsForSkillsPath(skill : ESkill) : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).PathPointsSpentInSkillPathOfSkill(skill);
return -1;
}
public function GetPlayerSkills() : array<SSkill>
{
var null : array<SSkill>;
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkills();
return null;
}
public function GetPlayerSkill(s : ESkill) : SSkill
{
var null : SSkill;
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkill(s);
return null;
}
public function GetSkillSubPathType(s : ESkill) : ESkillSubPath
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSubPathType(s);
return ESSP_NotSet;
}
public function GetSkillSlotsCount() : int
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotsCount();
return 0;
}
public function GetSkillSlots() : array<SSkillSlot>
{
var null : array<SSkillSlot>;
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlots();
return null;
}
public function GetPlayerSkillMutagens() : array<SMutagenSlot>
{
var null : array<SMutagenSlot>;
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkillMutagens();
return null;
}
public function BlockSkill(skill : ESkill, block : bool, optional cooldown : float) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).BlockSkill(skill, block, cooldown);
return false;
}
public function IsSkillBlocked(skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).IsSkillBlocked(skill);
return false;
}
public function EquipSkill(skill : ESkill, slotID : int) : bool
{
var ret : bool;
var groupID : int;
var pam : W3PlayerAbilityManager;
if(abilityManager && abilityManager.IsInitialized())
{
pam = (W3PlayerAbilityManager)abilityManager;
ret = pam.EquipSkill(skill, slotID);
if(ret)
{
groupID = pam.GetSkillGroupIdFromSkillSlotId(slotID);
LogSkillColors("Equipped <<" + GetSkillColor(skill) + ">> skill <<" + skill + ">> to group <<" + groupID + ">>");
LogSkillColors("Group bonus color is now <<" + pam.GetSkillGroupColor(groupID) + ">>");
LogSkillColors("");
}
return ret;
}
return false;
}
public function UnequipSkill(slotID : int) : bool
{
var ret : bool;
var groupID : int;
var skill : ESkill;
var pam : W3PlayerAbilityManager;
if(abilityManager && abilityManager.IsInitialized())
{
pam = (W3PlayerAbilityManager)abilityManager;
GetSkillOnSlot(slotID, skill);
ret = pam.UnequipSkill(slotID);
if(ret)
{
groupID = pam.GetSkillGroupIdFromSkillSlotId(slotID);
LogSkillColors("Unequipped <<" + GetSkillColor(skill) + ">> skill <<" + skill + ">> from group <<" + groupID + ">>");
LogSkillColors("Group bonus color is now <<" + pam.GetSkillGroupColor(groupID) + ">>");
LogSkillColors("");
}
return ret;
}
return false;
}
public function GetSkillOnSlot(slotID : int, out skill : ESkill) : bool
{
if(abilityManager && abilityManager.IsInitialized())
return ((W3PlayerAbilityManager)abilityManager).GetSkillOnSlot(slotID, skill);
skill = S_SUndefined;
return false;
}
public function GetFreeSkillSlot() : int
{
var i, size : int;
var skill : ESkill;
size = ((W3PlayerAbilityManager)abilityManager).GetSkillSlotsCount();
for(i=1; i<size; i+=1)
{
if(!GetSkillOnSlot(i, skill))
continue;
if(skill == S_SUndefined)
return i;
}
return -1;
}
protected function Attack( hitTarget : CGameplayEntity, animData : CPreAttackEventData, weaponId : SItemUniqueId, parried : bool, countered : bool, parriedBy : array<CActor>, attackAnimationName : name, hitTime : float, weaponEntity : CItemEntity)
{
var attackAction : W3Action_Attack;
if(!PrepareAttackAction(hitTarget, animData, weaponId, parried, countered, parriedBy, attackAnimationName, hitTime, weaponEntity, attackAction))
return;
if ( attackAction.IsParried() && ( ((CNewNPC)attackAction.victim).IsShielded(attackAction.attacker) || ((CNewNPC)attackAction.victim).SignalGameplayEventReturnInt('IsDefending',0) == 1 ) )
{
thePlayer.SetCanPlayHitAnim(true);
thePlayer.ReactToReflectedAttack(attackAction.victim);
}
theTelemetry.LogWithLabel( TE_FIGHT_PLAYER_ATTACKS, attackAction.GetAttackName() );
theGame.damageMgr.ProcessAction(attackAction);
delete attackAction;
}
public function IsHeavyAttack(attackName : name) : bool
{
var skill : ESkill;
var sup : bool;
sup = super.IsHeavyAttack(attackName);
if(sup)
return true;
if ( attackName == 'attack_heavy_special' )
return true;
skill = SkillNameToEnum(attackName);
return skill == S_Sword_2 || skill == S_Sword_s02;
}
public function IsLightAttack(attackName : name) : bool
{
var skill : ESkill;
var sup : bool;
sup = super.IsLightAttack(attackName);
if(sup)
return true;
skill = SkillNameToEnum(attackName);
return skill == S_Sword_1 || skill == S_Sword_s01;
}
public final function ProcessWeaponCollision()
{
var l_stateName : name;
var l_weaponPosition : Vector;
var l_weaponTipPos : Vector;
var l_collidingPosition : Vector;
var l_offset : Vector;
var l_normal : Vector;
var l_slotMatrix : Matrix;
var l_distance : float;
var l_materialName : name;
var l_hitComponent : CComponent;
var l_destructibleCmp : CDestructionSystemComponent;
var barrel : COilBarrelEntity;
if( isCurrentlyDodging )
return;
l_stateName = GetCurrentStateName();
if( !attackEventInProgress && l_stateName == 'CombatFists' )
return;
CalcEntitySlotMatrix('r_weapon', l_slotMatrix);
l_weaponPosition = MatrixGetTranslation( l_slotMatrix );
switch( l_stateName )
{
case 'CombatFists':
l_offset = MatrixGetAxisX( l_slotMatrix );
l_offset = VecNormalize( l_offset ) * 0.25f;
break;
default:
l_offset = MatrixGetAxisZ( l_slotMatrix );
l_offset = VecNormalize( l_offset ) * 1.f;
break;
}
l_weaponTipPos = l_weaponPosition + l_offset;
if( !attackEventInProgress )
{
if( m_LastWeaponTipPos == Vector ( 0, 0, 0 ) )
l_distance = 0;
else
l_distance = VecDistance( l_weaponTipPos, m_LastWeaponTipPos ) ;
m_LastWeaponTipPos = l_weaponTipPos;
if( l_distance < 0.35f )
return;
}
m_LastWeaponTipPos = l_weaponTipPos;
if ( !theGame.GetWorld().StaticTraceWithAdditionalInfo( l_weaponPosition, l_weaponTipPos, l_collidingPosition, l_normal, l_materialName, l_hitComponent, m_WeaponFXCollisionGroupNames ) )
{
if( l_stateName == 'CombatFists' )
{
CalcEntitySlotMatrix('l_weapon', l_slotMatrix);
l_weaponPosition = MatrixGetTranslation( l_slotMatrix );
l_offset = MatrixGetAxisX( l_slotMatrix );
l_offset = VecNormalize( l_offset ) * 0.25f;
l_weaponTipPos = l_weaponPosition + l_offset;
if( !theGame.GetWorld().StaticTrace( l_weaponPosition, l_weaponTipPos, l_collidingPosition, l_normal, m_WeaponFXCollisionGroupNames ) )
{
return;
}
}
else
{
return;
}
}
if( !m_CollisionEffect )
{
m_CollisionEffect = theGame.CreateEntity( m_CollisionFxTemplate, l_collidingPosition, EulerAngles(0,0,0) );
}
m_CollisionEffect.Teleport( l_collidingPosition );
switch( l_stateName )
{
case 'CombatFists':
m_CollisionEffect.PlayEffect('fist');
break;
default:
if( m_RefreshWeaponFXType )
{
m_PlayWoodenFX = IsSwordWooden();
m_RefreshWeaponFXType = false;
}
if( m_PlayWoodenFX )
{
m_CollisionEffect.PlayEffect('wood');
}
else
{
switch( l_materialName )
{
case 'wood_hollow':
case 'wood_debris':
case 'wood_solid':
m_CollisionEffect.PlayEffect('wood');
break;
case 'dirt_hard':
case 'dirt_soil':
case 'hay':
m_CollisionEffect.PlayEffect('fist');
break;
case 'stone_debris':
case 'stone_solid':
case 'clay_tile':
case 'gravel_large':
case 'gravel_small':
case 'metal':
case 'custom_sword':
m_CollisionEffect.PlayEffect('sparks');
break;
case 'flesh':
m_CollisionEffect.PlayEffect('blood');
break;
default:
m_CollisionEffect.PlayEffect('wood');
break;
}
}
break;
}
if(l_hitComponent)
{
barrel = (COilBarrelEntity)l_hitComponent.GetEntity();
if(barrel)
{
barrel.OnFireHit(NULL);
return;
}
}
l_destructibleCmp = (CDestructionSystemComponent) l_hitComponent;
if( l_destructibleCmp && l_stateName != 'CombatFists' )
{
l_destructibleCmp.ApplyFracture();
}
}
public function ReactToReflectedAttack( target : CGameplayEntity)
{
var hp, dmg : float;
var action : W3DamageAction;
super.ReactToReflectedAttack(target);
theGame.VibrateControllerLight();
}
function GetFallDist( out fallDist : float ) : bool
{
var fallDiff, jumpTotalDiff : float;
substateManager.m_SharedDataO.CalculateFallingHeights( fallDiff, jumpTotalDiff );
if ( fallDiff <= 0 )
return false;
fallDist = fallDiff;
return true;
}
function ApplyFallingDamage(heightDiff : float, optional reducing : bool) : float
{
var hpPerc : float;
var tut : STutorialMessage;
if ( IsSwimming() || FactsQuerySum("block_falling_damage") >= 1 )
return 0.0f;
hpPerc = super.ApplyFallingDamage( heightDiff, reducing );
if(hpPerc > 0)
{
theGame.VibrateControllerHard();
if(IsAlive())
{
if(ShouldProcessTutorial('TutorialFallingDamage'))
{
FactsSet( "tutorial_falling_damage", 1 );
}
if(FactsQuerySum("tutorial_falling_damage") > 1 && ShouldProcessTutorial('TutorialFallingRoll'))
{
tut.type = ETMT_Hint;
tut.tutorialScriptTag = 'TutorialFallingRoll';
tut.hintPositionType = ETHPT_DefaultGlobal;
tut.hintDurationType = ETHDT_Long;
tut.canBeShownInMenus = false;
tut.glossaryLink = false;
tut.markAsSeenOnShow = true;
theGame.GetTutorialSystem().DisplayTutorial(tut);
}
}
}
return hpPerc;
}
public function SetShowToLowStaminaIndication( value : float ) : void
{
fShowToLowStaminaIndication = value;
}
public function GetShowToLowStaminaIndication() : float
{
return fShowToLowStaminaIndication;
}
public final function IndicateTooLowAdrenaline()
{
SoundEvent("gui_no_adrenaline");
showTooLowAdrenaline = true;
}
protected function GotoCombatStateWithAction( initialAction : EInitialAction, optional initialBuff : CBaseGameplayEffect )
{
if ( this.GetCurrentActionType() == ActorAction_Exploration )
ActionCancelAll();
((W3PlayerWitcherStateCombatFists)this.GetState('CombatFists')).SetupState( initialAction, initialBuff );
this.GotoState( 'CombatFists' );
}
public function IsThreat( actor : CActor, optional usePrecalcs : bool ) : bool
{
var npc : CNewNPC;
var dist : float;
var targetCapsuleHeight : float;
var isDistanceExpanded : bool;
var distanceToTarget : float;
var attitude : EAIAttitude;
if (!actor)
{
return false;
}
if ( finishableEnemiesList.Contains( actor ) )
{
return true;
}
if ( !actor.IsAlive() || actor.IsKnockedUnconscious() )
{
return false;
}
npc = (CNewNPC)actor;
if (npc && npc.IsHorse() )
{
return false;
}
if ( hostileEnemies.Contains( actor ) )
{
return true;
}
if ( GetAttitudeBetween( this, actor ) == AIA_Hostile )
{
if ( usePrecalcs )
{
distanceToTarget = Distance2DBetweenCapsuleAndPoint( actor, this ) - targetingPrecalcs.playerRadius;
}
else
{
distanceToTarget = Distance2DBetweenCapsules( this, actor );
}
if ( distanceToTarget < findMoveTargetDist + 5.0f )
{
return true;
}
if ( actor.IsInCombat() || this.IsHardLockEnabled() )
{
targetCapsuleHeight = ( (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent() ).GetCapsuleHeight();
if ( targetCapsuleHeight >= 2.0f || npc.GetCurrentStance() == NS_Fly )
{
if ( distanceToTarget < 40.0f )
{
return true;
}
}
}
}
if ( actor.GetAttitudeGroup() == 'npc_charmed' )
{
if ( theGame.GetGlobalAttitude( GetBaseAttitudeGroup(), actor.GetBaseAttitudeGroup() ) == AIA_Hostile )
{
return true;
}
}
return false;
}
function SetBIsCombatActionAllowed ( flag : bool )
{
bIsCombatActionAllowed = flag;
if ( !flag )
{
SetBIsInCombatAction(true);
}
else
{
this.ProcessLAxisCaching();
}
}
function GetBIsCombatActionAllowed() : bool
{
return bIsCombatActionAllowed;
}
function SetCombatAction( action : EBufferActionType )
{
currentCombatAction = action;
}
function GetCombatAction() : EBufferActionType
{
return currentCombatAction;
}
protected function WhenCombatActionIsFinished()
{
if(IsThrowingItem() || IsThrowingItemWithAim() )
{
if(inv.IsItemBomb(selectedItemId))
{
BombThrowAbort();
}
else
{
ThrowingAbort();
}
}
if ( this.GetCurrentStateName() != 'DismountHorse' )
OnRangedForceHolster( true );
}
public function IsInCombatAction_Attack(): bool
{
if ( IsInCombatAction_NonSpecialAttack() || IsInCombatAction_SpecialAttack() )
return true;
else
return false;
}
public function IsInCombatAction_NonSpecialAttack(): bool
{
if ( IsInCombatAction() && ( GetCombatAction() == EBAT_LightAttack || GetCombatAction() == EBAT_HeavyAttack ) )
return true;
else
return false;
}
public function IsInSpecificCombatAction ( specificCombatAction : EBufferActionType ) : bool
{
if ( IsInCombatAction() && GetCombatAction() == specificCombatAction )
return true;
else
return false;
}
public function IsInRunAnimation() : bool
{
return isInRunAnimation;
}
public function SetCombatIdleStance( stance : float )
{
SetBehaviorVariable( 'combatIdleStance', stance );
SetBehaviorVariable( 'CombatStanceForOverlay', stance );
if ( stance == 0.f )
LogChannel( 'ComboInput', "combatIdleStance = Left" );
else
LogChannel( 'ComboInput', "combatIdleStance = Right" );
}
public function GetCombatIdleStance() : float
{
return GetBehaviorVariable( 'combatIdleStance' );
}
protected var isRotatingInPlace : bool;
event OnRotateInPlaceStart()
{
isRotatingInPlace = true;
}
event OnRotateInPlaceEnd()
{
isRotatingInPlace = false;
}
event OnFullyBlendedIdle()
{
if ( bLAxisReleased )
{
ResetRawPlayerHeading();
ResetCachedRawPlayerHeading();
defaultLocomotionController.ResetMoveDirection();
}
}
private var isInIdle : bool;
event OnPlayerIdleStart()
{
isInIdle = true;
}
event OnPlayerIdleEnd()
{
isInIdle = false;
}
public function IsInIdle() : bool
{
return isInIdle;
}
event OnRunLoopStart()
{
EnableRunCamera( true );
}
event OnRunLoopEnd()
{
EnableRunCamera( false );
}
event OnCombatActionStartBehgraph()
{
var action : EBufferActionType;
var cost, delay : float;
OnCombatActionStart();
action = PerformingCombatAction();
switch ( action )
{
case EBAT_LightAttack :
{
abilityManager.GetStaminaActionCost(ESAT_LightAttack, cost, delay);
} break;
case EBAT_HeavyAttack :
{
abilityManager.GetStaminaActionCost(ESAT_HeavyAttack, cost, delay);
} break;
case EBAT_ItemUse :
{
abilityManager.GetStaminaActionCost(ESAT_UsableItem, cost, delay);
} break;
case EBAT_Parry :
{
abilityManager.GetStaminaActionCost(ESAT_Parry, cost, delay);
} break;
case EBAT_Dodge :
{
abilityManager.GetStaminaActionCost(ESAT_Dodge, cost, delay);
} break;
case EBAT_Roll :
abilityManager.GetStaminaActionCost(ESAT_Roll, cost, delay);
break;
case EBAT_SpecialAttack_Light :
{
abilityManager.GetStaminaActionCost(ESAT_Ability, cost, delay, 0,0, GetSkillAbilityName(S_Sword_s01));
} break;
case EBAT_SpecialAttack_Heavy :
{
abilityManager.GetStaminaActionCost(ESAT_Ability, cost, delay, 0,0, GetSkillAbilityName(S_Sword_s02));
} break;
case EBAT_Roll :
{
abilityManager.GetStaminaActionCost(ESAT_Evade, cost, delay);
} break;
default :
;
}
if( delay > 0 )
PauseStaminaRegen( 'InsideCombatAction' );
}
public function HolsterUsableItem() : bool
{
return holsterUsableItem;
}
private var isInGuardedState : bool;
public function IsInGuardedState() : bool
{
return isInGuardedState;
}
event OnGuardedStart()
{
isInParryOrCounter = true;
isInGuardedState = true;
}
event OnGuardedEnd()
{
isInParryOrCounter = false;
isInGuardedState = false;
}
private var restoreUsableItem : bool;
private var holsterUsableItem : bool;
event OnCombatActionStart()
{
BlockAction( EIAB_UsableItem, 'OnCombatActionStart' );
BlockAction( EIAB_CallHorse, 'OnCombatActionStart' );
LogChannel('combatActionAllowed',"FALSE OnCombatActionStart");
SetBIsCombatActionAllowed( false );
SetBIsInputAllowed( false, 'OnCombatActionStart' );
ClearFinishableEnemyList( 0.f, 0 );
bIsInHitAnim = false;
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
{
CleanCombatActionBuffer();
SetIsAimingCrossbow( false );
OnRangedForceHolster( false, true );
}
holsterUsableItem = false;
if ( thePlayer.IsHoldingItemInLHand() )
{
if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign )
holsterUsableItem = true;
else if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack )
{
if ( this.GetCurrentStateName() == 'CombatFists' )
holsterUsableItem = true;
}
}
if ( holsterUsableItem )
{
thePlayer.SetPlayerActionToRestore ( PATR_None );
thePlayer.OnUseSelectedItem( true );
restoreUsableItem = true;
}
if ( GetBehaviorVariable( 'combatActionType' ) != (int)CAT_Attack && GetBehaviorVariable( 'combatActionType' ) != (int)CAT_PreAttack )
{
RemoveTimer( 'ProcessAttackTimer' );
RemoveTimer( 'AttackTimerEnd' );
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
}
else
{
BlockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
}
}
var isInParryOrCounter : bool;
event OnParryOrCounterStart()
{
isInParryOrCounter = true;
OnCombatActionStartBehgraph();
}
event OnParryOrCounterEnd()
{
isInParryOrCounter = false;
OnCombatActionEnd();
SetBIsInCombatAction( false );
}
event OnCombatActionEnd()
{
var item : SItemUniqueId;
var combatActionType : float;
super.OnCombatActionEnd();
BlockAllActions( 'OnCombatActionStart', false );
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
UnblockAction( EIAB_Movement, 'CombatActionFriendly' );
oTCameraOffset = 0.f;
oTCameraPitchOffset = 0.f;
SetBIsCombatActionAllowed( true );
SetBIsInputAllowed( true, 'OnCombatActionEnd' );
SetCanPlayHitAnim( true );
EnableFindTarget( true );
SetFinisherVictim( NULL );
OnBlockAllCombatTickets( false );
LogStamina("CombatActionEnd");
SetAttackActionName('');
combatActionType = GetBehaviorVariable('combatActionType');
if(GetBehaviorVariable('combatActionType') == (int)CAT_SpecialAttack)
{
theGame.GetGameCamera().StopAnimation( 'camera_shake_loop_lvl1_1' );
OnSpecialAttackHeavyActionProcess();
}
substateManager.ReactToChanceToFallAndSlide();
}
event OnCombatActionFriendlyStart()
{
SetBIsInCombatActionFriendly(true);
BlockAction( EIAB_Movement, 'CombatActionFriendly', false, false, false );
OnCombatActionStart();
}
event OnCombatActionFriendlyEnd()
{
SetBIsInCombatActionFriendly(false);
UnblockAction( EIAB_Movement, 'CombatActionFriendly' );
OnCombatActionEnd();
SetBIsInCombatAction(false);
}
event OnHitStart()
{
var timeLeft : float;
var currentEffects : array<CBaseGameplayEffect>;
var none : SAbilityAttributeValue;
CancelHoldAttacks();
WhenCombatActionIsFinished();
if ( isInFinisher )
{
if ( finisherTarget )
( (CNewNPC)finisherTarget ).SignalGameplayEvent( 'FinisherInterrupt' );
isInFinisher = false;
finisherTarget = NULL;
SetBIsCombatActionAllowed( true );
}
bIsInHitAnim = true;
OnCombatActionStart();
ResumeStaminaRegen( 'InsideCombatAction' );
if( GetHealthPercents() < 0.3f )
{
PlayBattleCry('BattleCryBadSituation', 0.10f, true );
}
else
{
PlayBattleCry('BattleCryBadSituation', 0.05f, true );
}
}
event OnHitStartSwimming()
{
OnRangedForceHolster( true, true, false );
}
private var finisherSaveLock : int;
event OnFinisherStart()
{
var currentEffects : array<CBaseGameplayEffect>;
theGame.CreateNoSaveLock("Finisher",finisherSaveLock,true,false);
isInFinisher = true;
finisherTarget = slideTarget;
OnCombatActionStart();
CancelHoldAttacks();
PlayFinisherCameraAnimation( theGame.GetSyncAnimManager().GetFinisherCameraAnimName() );
this.AddAnimEventCallback('SyncEvent','OnFinisherAnimEvent_SyncEvent');
SetImmortalityMode( AIM_Invulnerable, AIC_SyncedAnim );
}
public function IsPerformingFinisher() : bool
{
return isInFinisher;
}
private function PlayFinisherCameraAnimation( cameraAnimName : name )
{
var camera : CCustomCamera = theGame.GetGameCamera();
var animation : SCameraAnimationDefinition;
if( IsLastEnemyKilled() && theGame.GetWorld().NavigationCircleTest( this.GetWorldPosition(), 3.f ) )
{
camera.StopAnimation('camera_shake_hit_lvl3_1' );
animation.animation = cameraAnimName;
animation.priority = CAP_Highest;
animation.blendIn = 0.15f;
animation.blendOut = 1.0f;
animation.weight = 1.f;
animation.speed = 1.0f;
animation.reset = true;
camera.PlayAnimation( animation );
thePlayer.EnableManualCameraControl( false, 'Finisher' );
}
}
public function IsLastEnemyKilled() : bool
{
var tempMoveTargets : array<CActor>;
FindMoveTarget();
tempMoveTargets = GetMoveTargets();
if ( tempMoveTargets.Size() <= 0 || !thePlayer.IsThreat( tempMoveTargets[0] ) )
return true;
return false;
}
event OnFinisherAnimEvent_SyncEvent( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
{
if ( finisherTarget )
( (CNewNPC)finisherTarget ).SignalGameplayEvent('FinisherKill');
finisherTarget = NULL;
}
event OnFinisherEnd()
{
isInFinisher = false;
finisherTarget = NULL;
theGame.ReleaseNoSaveLock(finisherSaveLock);
this.RemoveAnimEventCallback('SyncEvent');
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
theGame.RemoveTimeScale( 'AnimEventSlomoMo' );
AddTimer( 'FinisherEndEnableCamera', 0.5f );
OnCombatActionEnd();
OnCombatActionEndComplete();
}
private timer function FinisherEndEnableCamera( dt : float, id : int )
{
thePlayer.EnableManualCameraControl( true, 'Finisher' );
}
public function SpawnFinisherBlood()
{
var weaponEntity : CEntity;
var weaponSlotMatrix : Matrix;
var bloodFxPos : Vector;
var bloodFxRot : EulerAngles;
var tempEntity : CEntity;
weaponEntity = this.GetInventory().GetItemEntityUnsafe( GetInventory().GetItemFromSlot('r_weapon') );
weaponEntity.CalcEntitySlotMatrix( 'blood_fx_point', weaponSlotMatrix );
bloodFxPos = MatrixGetTranslation( weaponSlotMatrix );
bloodFxRot = this.GetWorldRotation();
tempEntity = theGame.CreateEntity( (CEntityTemplate)LoadResource('finisher_blood'), bloodFxPos, bloodFxRot);
tempEntity.PlayEffect('crawl_blood');
}
event OnCombatActionEndComplete()
{
var buff : CBaseGameplayEffect;
buff = ChooseCurrentCriticalBuffForAnim();
SetCombatAction( EBAT_EMPTY );
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart' );
UnblockAction( EIAB_OpenInventory, 'OnCombatActionStart' );
UnblockAction( EIAB_UsableItem, 'OnCombatActionStart' );
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
SetUnpushableTarget( NULL );
SetBIsInCombatAction(false);
SetIsCurrentlyDodging(false);
SetMoveTargetChangeAllowed( true );
SetCanPlayHitAnim( true );
SetFinisherVictim( NULL );
this.RemoveBuffImmunity(EET_Burning, 'AnimEvent_RemoveBurning');
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() == 'State_WeaponWait' && !buff )
{
ClearCustomOrientationInfoStack();
SetSlideTarget( NULL );
}
UnblockAction( EIAB_Crossbow, 'OnForceHolster' );
specialAttackCamera = false;
bIsRollAllowed = false;
if ( bLAxisReleased )
{
ResetRawPlayerHeading();
ResetCachedRawPlayerHeading();
}
ReapplyCriticalBuff();
SetBIsInputAllowed( true, 'OnCombatActionEndComplete' );
ResumeStaminaRegen( 'InsideCombatAction' );
bIsInHitAnim = false;
SetBIsCombatActionAllowed( true );
m_LastWeaponTipPos = Vector(0, 0, 0, 0 );
this.AddTimer('FreeTickets',3.f,false);
}
event OnMovementFullyBlended()
{
SetBehaviorVariable( 'isPerformingSpecialAttack', 0.f );
if ( restoreUsableItem )
{
restoreUsableItem = false;
SetPlayerActionToRestore ( PATR_Default );
OnUseSelectedItem();
}
}
event OnCombatMovementStart()
{
SetCombatIdleStance( 1.f );
OnCombatActionEndComplete();
}
timer function FreeTickets( dt : float, id : int )
{
FreeTicketAtCombatTarget();
}
event OnGuardedReleased(){}
event OnPerformAttack( playerAttackType : name ){}
event OnPerformEvade( playerEvadeType : EPlayerEvadeType ){}
event OnInterruptAttack(){}
event OnPerformGuard(){}
event OnSpawnHorse(){}
event OnDismountActionScriptCallback(){}
event OnHorseSummonStart()
{
thePlayer.BlockAction(EIAB_CallHorse, 'HorseSummon');
thePlayer.BlockAction(EIAB_Signs, 'HorseSummon');
thePlayer.BlockAction(EIAB_Crossbow, 'HorseSummon');
thePlayer.BlockAction(EIAB_UsableItem, 'HorseSummon');
thePlayer.BlockAction(EIAB_ThrowBomb, 'HorseSummon');
thePlayer.BlockAction(EIAB_SwordAttack, 'HorseSummon');
thePlayer.BlockAction(EIAB_Jump, 'HorseSummon');
thePlayer.BlockAction(EIAB_Dodge, 'HorseSummon');
thePlayer.BlockAction(EIAB_LightAttacks, 'HorseSummon');
thePlayer.BlockAction(EIAB_HeavyAttacks, 'HorseSummon');
thePlayer.BlockAction(EIAB_SpecialAttackLight, 'HorseSummon');
thePlayer.BlockAction(EIAB_SpecialAttackHeavy, 'HorseSummon');
horseSummonTimeStamp = theGame.GetEngineTimeAsSeconds();
}
event OnHorseSummonStop()
{
thePlayer.BlockAllActions('HorseSummon',false);
}
event OnCombatActionStartVehicle( action : EVehicleCombatAction )
{
this.SetBIsCombatActionAllowed( false );
if ( action != EHCA_ShootCrossbow )
{
SetIsAimingCrossbow( false );
OnRangedForceHolster();
}
}
event OnCombatActionEndVehicle()
{
this.SetBIsCombatActionAllowed( true );
}
protected function CriticalBuffInformBehavior(buff : CBaseGameplayEffect)
{
if( !CanAnimationReactToCriticalState( buff ) )
{
return;
}
SetBehaviorVariable( 'CriticalStateType', (int)GetBuffCriticalType(buff) );
SetBehaviorVariable( 'bCriticalState', 1);
if(CriticalBuffUsesFullBodyAnim(buff))
RaiseEvent('CriticalState');
SetBehaviorVariable( 'IsInAir', (int)IsInAir());
LogCritical("Sending player critical state event for <<" + buff.GetEffectType() + ">>");
}
private function CanAnimationReactToCriticalState( buff : CBaseGameplayEffect ) : bool
{
var buffCritical : W3CriticalEffect;
var buffCriticalDOT : W3CriticalDOTEffect;
var isHeavyCritical : bool;
isHeavyCritical = false;
buffCritical = ( W3CriticalEffect ) buff;
if( buffCritical )
{
isHeavyCritical = buffCritical.explorationStateHandling == ECH_HandleNow;
}
else
{
buffCriticalDOT = ( W3CriticalDOTEffect ) buff;
if( buffCriticalDOT )
{
isHeavyCritical = buffCriticalDOT.explorationStateHandling == ECH_HandleNow;
}
}
if( !isHeavyCritical )
{
if( !CanReactToCriticalState() )
{
return false;
}
}
return true;
}
public function CanReactToCriticalState() : bool
{
return substateManager.CanReactToHardCriticalState();
}
event OnCriticalStateAnimStart()
{
var heading : float;
var newCritical : ECriticalStateType;
var newReqCS : CBaseGameplayEffect;
OnCombatActionEndComplete();
newReqCS = newRequestedCS;
if(super.OnCriticalStateAnimStart())
{
RemoveTimer( 'IsItemUseInputHeld' );
keepRequestingCriticalAnimStart = false;
CancelHoldAttacks();
if(!IsUsingVehicle())
{
newCritical = GetBuffCriticalType(newReqCS);
if(newCritical == ECST_HeavyKnockdown
|| newCritical == ECST_Knockdown
|| newCritical == ECST_Stagger
|| newCritical == ECST_Ragdoll
|| newCritical == ECST_LongStagger )
{
if(newReqCS.GetCreator())
heading = VecHeading(newReqCS.GetCreator().GetWorldPosition() - GetWorldPosition());
else
heading = GetHeading();
SetCustomRotation( 'Knockdown', heading, 2160.f, 0.1f, true );
if ( newCritical != ECST_Stagger && newCritical != ECST_LongStagger )
substateManager.ReactOnCriticalState( true );
}
}
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'CriticalEffectStart', -1, 30.0f, -1.f, -1, true );
return true;
}
return false;
}
public function StartCSAnim(buff : CBaseGameplayEffect) : bool
{
SetBehaviorVariable( 'bCriticalStopped', 0 );
if(super.StartCSAnim(buff))
{
if(!CriticalBuffUsesFullBodyAnim(buff))
{
OnCriticalStateAnimStart();
}
ResumeStaminaRegen( 'InsideCombatAction' );
keepRequestingCriticalAnimStart = true;
AddTimer('RequestCriticalAnimStart', 0, true);
return true;
}
return false;
}
public function CriticalEffectAnimationInterrupted(reason : string) : bool
{
var ret : bool;
LogCriticalPlayer("R4Player.CriticalEffectAnimationInterrupted() - because: " + reason);
ret = super.CriticalEffectAnimationInterrupted(reason);
if(ret)
{
keepRequestingCriticalAnimStart = false;
}
substateManager.ReactOnCriticalState( false );
return ret;
}
public function CriticalStateAnimStopped(forceRemoveBuff : bool)
{
LogCriticalPlayer("R4Player.CriticalStateAnimStopped() - forced: " + forceRemoveBuff);
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'RecoveredFromCriticalEffect', -1, 30.0f, -1.f, -1, true );
super.CriticalStateAnimStopped(forceRemoveBuff);
substateManager.ReactOnCriticalState( false );
}
timer function RequestCriticalAnimStart(dt : float, id : int)
{
if(keepRequestingCriticalAnimStart)
{
if(newRequestedCS && newRequestedCS.GetDurationLeft() > 0)
{
CriticalBuffInformBehavior(newRequestedCS);
}
else
{
keepRequestingCriticalAnimStart = false;
RemoveTimer('RequestCriticalAnimStart');
}
}
else
{
RemoveTimer('RequestCriticalAnimStart');
}
}
event OnRagdollUpdate(progress : float)
{
SetIsInAir(progress == 0);
}
event OnRagdollOnGround()
{
TryToEndRagdollOnGround( 0.0f );
}
event OnRagdollInAir()
{
RemoveTimer('TryToEndRagdollOnGround');
}
event OnNoLongerInRagdoll()
{
RemoveTimer('TryToEndRagdollOnGround');
}
timer function TryToEndRagdollOnGround( td : float, optional id : int)
{
var critical : CBaseGameplayEffect;
var type : EEffectType;
critical = GetCurrentlyAnimatedCS();
if(critical)
{
type = critical.GetEffectType();
if(type == EET_Knockdown || type == EET_HeavyKnockdown || type == EET_Ragdoll)
{
if (critical.GetTimeActive() >= 2.5f)
{
SetIsInAir(false);
RequestCriticalAnimStop();
RemoveTimer('TryToEndRagdollOnGround');
}
else
{
AddTimer('TryToEndRagdollOnGround', 0.2f, true);
}
return;
}
}
RemoveTimer('TryToEndRagdollOnGround');
}
public function RequestCriticalAnimStop(optional dontSetCriticalToStopped : bool)
{
var buff : CBaseGameplayEffect;
buff = GetCurrentlyAnimatedCS();
if(buff && !CriticalBuffUsesFullBodyAnim(buff))
{
CriticalStateAnimStopped(false);
}
if(!buff || !CriticalBuffUsesFullBodyAnim(buff))
{
SetBehaviorVariable( 'bCriticalState', 0);
}
super.RequestCriticalAnimStop(dontSetCriticalToStopped);
}
public function SimulateBuffTimePassing(simulatedTime : float)
{
effectManager.SimulateBuffTimePassing(simulatedTime);
}
public function AddEffectDefault(effectType : EEffectType, creat : CGameplayEntity, srcName : string, optional isSignEffect : bool) : EEffectInteract
{
var params : SCustomEffectParams;
if(effectType == EET_Stagger || effectType == EET_LongStagger || effectType == EET_Knockdown || effectType == EET_HeavyKnockdown)
{
params.effectType = effectType;
params.creator = creat;
params.sourceName = srcName;
params.isSignEffect = isSignEffect;
if ( effectType == EET_Stagger )
params.duration = 1.83;
else if ( effectType == EET_LongStagger )
params.duration = 4;
else if ( effectType == EET_Knockdown )
params.duration = 2.5;
else if ( effectType == EET_HeavyKnockdown )
params.duration = 4;
return super.AddEffectCustom(params);
}
else
{
return super.AddEffectDefault(effectType, creat, srcName, isSignEffect);
}
}
public function CheatResurrect()
{
var items : array< SItemUniqueId >;
var i, size, itemLevel, maxPrice, itemPrice : int;
var itemToEquip : SItemUniqueId;
if(IsAlive())
return;
if ( !theGame.GetGuiManager().GetRootMenu() )
{
Log(" *** Call this function after DeathScreen appears *** ");
return;
}
SetAlive(true);
SetKinematic(true);
EnableFindTarget( true );
SetBehaviorVariable( 'Ragdoll_Weight', 0.f );
RaiseForceEvent( 'RecoverFromRagdoll' );
SetCanPlayHitAnim( true );
SetBehaviorVariable( 'CriticalStateType', (int)ECST_None );
GoToStateIfNew('Exploration');
( (CDismembermentComponent)this.GetComponent( 'Dismemberment' ) ).ClearVisibleWound();
SetIsInAir(false);
theInput.SetContext('Exploration');
ResetDeathType();
ForceUnlockAllInputActions(false);
theGame.CloseMenu('DeathScreenMenu');
theSound.LeaveGameState(ESGS_Death);
abilityManager.ForceSetStat(BCS_Vitality, GetStatMax(BCS_Vitality));
effectManager.StopVitalityRegen();
abilityManager.ForceSetStat( BCS_Air , 100.f );
effectManager.StopAirRegen();
abilityManager.ForceSetStat( BCS_Stamina , 100.f );
effectManager.StopStaminaRegen();
abilityManager.ForceSetStat( BCS_Toxicity , 0.f );
abilityManager.ForceSetStat( BCS_Focus , 0.f );
GetWitcherPlayer().UpdateEncumbrance();
if ( !inv.IsThereItemOnSlot( EES_SteelSword ) )
{
items = inv.GetItemsByCategory( 'steelsword' );
}
else if ( !inv.IsThereItemOnSlot( EES_SilverSword ) )
{
items = inv.GetItemsByCategory( 'silversword' );
}
size = items.Size();
maxPrice = -1;
for ( i = 0; i < size; i += 1 )
{
itemPrice = inv.GetItemPrice(items[i]);
itemLevel = inv.GetItemLevel(items[i]);
if ( itemLevel <= GetLevel() && itemPrice > maxPrice )
{
maxPrice = itemPrice;
itemToEquip = items[i];
}
}
if( inv.IsIdValid( itemToEquip ) )
{
EquipItem( itemToEquip , , true );
}
theGame.ReleaseNoSaveLock(deathNoSaveLock);
}
public function SetIsInsideInteraction(b : bool) {isInsideInteraction = b;}
public function IsInsideInteraction() : bool {return isInsideInteraction;}
public function SetIsInsideHorseInteraction( b : bool, horse : CEntity )
{
isInsideHorseInteraction = b;
horseInteractionSource = horse;
}
public function IsInsideHorseInteraction() : bool {return isInsideHorseInteraction;}
event OnInteractionActivationTest( interactionComponentName : string, activator : CEntity )
{
if ( interactionComponentName == "ClimbLadder" )
{
if( PlayerHasLadderExplorationReady() )
{
return true;
}
}
return false;
}
private function PlayerHasLadderExplorationReady() : bool
{
if( !substateManager.CanInteract() )
{
return false;
}
if( !substateManager.m_SharedDataO.HasValidLadderExploration() )
{
return false;
}
return true;
}
public function SetGuarded(flag : bool)
{
super.SetGuarded(flag);
if(flag && FactsQuerySum("tut_fight_use_slomo") > 0)
{
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
FactsRemove("tut_fight_slomo_ON");
}
}
public function IsGuarded() : bool
{
return super.IsGuarded() && ( !rangedWeapon || rangedWeapon.GetCurrentStateName() == 'State_WeaponWait' );
}
public function GetSelectedItemId() : SItemUniqueId {return selectedItemId;}
public function ClearSelectedItemId() {selectedItemId = GetInvalidUniqueId();}
public function IsHoldingItemInLHand() : bool
{
return currentlyEquipedItemL != GetInvalidUniqueId();
}
public function GetCurrentlyUsedItemL () : W3UsableItem
{
return currentlyUsedItemL;
}
public function SetPlayerActionToRestore ( actionToRestoreType : EPlayerActionToRestore )
{
playerActionToRestore = actionToRestoreType;
}
public function IsCurrentlyUsingItemL () : bool
{
return currentlyUsingItem;
}
function BlockSlotsOnLItemUse ()
{
var slotsToBlock : array<name>;
slotsToBlock.PushBack( 'Slot1' );
slotsToBlock.PushBack( 'Slot2' );
slotsToBlock.PushBack( 'Slot3' );
slotsToBlock.PushBack( 'Slot4' );
slotsToBlock.PushBack( 'Slot5' );
slotsToBlock.PushBack( 'Yrden' );
slotsToBlock.PushBack( 'Quen' );
slotsToBlock.PushBack( 'Igni' );
slotsToBlock.PushBack( 'Axii' );
slotsToBlock.PushBack( 'Aard' );
EnableRadialSlotsWithSource ( false, slotsToBlock, 'usableItemL' );
}
function UnblockSlotsOnLItemUse ()
{
var slotsToBlock : array<name>;
slotsToBlock.PushBack( 'Slot1' );
slotsToBlock.PushBack( 'Slot2' );
slotsToBlock.PushBack( 'Slot3' );
slotsToBlock.PushBack( 'Slot4' );
slotsToBlock.PushBack( 'Slot5' );
slotsToBlock.PushBack( 'Yrden' );
slotsToBlock.PushBack( 'Quen' );
slotsToBlock.PushBack( 'Igni' );
slotsToBlock.PushBack( 'Axii' );
slotsToBlock.PushBack( 'Aard' );
EnableRadialSlotsWithSource ( true, slotsToBlock, 'usableItemL' );
}
function IsUsableItemLBlocked () : bool
{
return isUsableItemBlocked;
}
function HideUsableItem( optional force : bool )
{
if( currentlyEquipedItemL != GetInvalidUniqueId() )
{
if( force )
{
if( !RaiseForceEvent( 'ItemEndL' ) )
{
OnUsingItemsReset();
}
return;
}
RaiseEvent( 'ItemUseL' );
}
}
function ProcessUsableItemsTransition ( actionToRestore : EPlayerActionToRestore )
{
var category : name;
var signSkill : ESkill;
category = inv.GetItemCategory ( selectedItemId );
signSkill = SignEnumToSkillEnum( GetEquippedSign());
switch ( actionToRestore )
{
case PATR_None:
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
return;
case PATR_Default:
if ( IsSlotQuickslot( inv.GetSlotForItemId ( selectedItemId )) && category == 'usable' && currentlyEquipedItemL != selectedItemId )
{
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
OnUseSelectedItem();
return;
}
break;
case PATR_Crossbow:
if ( inv.IsItemCrossbow ( selectedItemId ) )
{
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
SetIsAimingCrossbow( true );
if ( theInput.IsActionPressed( 'ThrowItem' ) )
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
else
{
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
SetupCombatAction( EBAT_ItemUse, BS_Released );
}
return;
}
break;
case PATR_CastSign:
if( signSkill != S_SUndefined && playerActionToRestore == PATR_CastSign )
{
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
if( HasStaminaToUseSkill( signSkill, false ) )
{
if( GetInvalidUniqueId() != inv.GetItemFromSlot( 'l_weapon' ) )
PushCombatActionOnBuffer( EBAT_CastSign, BS_Pressed );
else
SetupCombatAction( EBAT_CastSign, BS_Pressed );
}
else
{
thePlayer.SoundEvent("gui_no_stamina");
}
return;
}
break;
case PATR_ThrowBomb:
if ( inv.IsItemBomb ( selectedItemId ) )
{
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
PrepareToAttack();
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
return;
}
break;
case PATR_CallHorse:
theGame.OnSpawnPlayerHorse();
break;
default:
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
return;
}
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
}
function GetUsableItemLtransitionAllowed () : bool
{
return isUsableItemLtransitionAllowed;
}
function SetUsableItemLtransitionAllowed ( isAllowed : bool)
{
isUsableItemLtransitionAllowed = isAllowed;
}
event OnItemUseLUnBlocked ()
{
if ( isUsableItemBlocked )
{
isUsableItemBlocked = false;
UnblockSlotsOnLItemUse ();
}
}
event OnItemUseLBlocked ()
{
if ( !isUsableItemBlocked )
{
isUsableItemBlocked = true;
BlockSlotsOnLItemUse ();
}
}
event OnUsingItemsReset()
{
if ( currentlyUsingItem )
{
OnItemUseLUnBlocked ();
OnUsingItemsComplete();
}
}
event OnUsingItemsComplete ()
{
if ( isUsableItemBlocked )
{
OnItemUseLUnBlocked ();
}
currentlyUsingItem = false;
if ( GetUsableItemLtransitionAllowed () )
{
ProcessUsableItemsTransition( playerActionToRestore );
}
else
{
if ( currentlyUsedItemL )
{
inv.UnmountItem( currentlyEquipedItemL, true );
}
currentlyEquipedItemL = GetInvalidUniqueId();
}
SetPlayerActionToRestore ( PATR_Default );
}
event OnUseSelectedItem( optional force : bool )
{
var category : name;
var itemEntity : W3UsableItem;
if ( isUsableItemBlocked && !force )
{
return false;
}
if ( IsCastingSign() )
return false;
if ( currentlyEquipedItemL != GetInvalidUniqueId() )
{
SetBehaviorVariable( 'SelectedItemL', (int)GetUsableItemTypeById( currentlyEquipedItemL ), true );
if ( force )
{
if ( RaiseEvent( 'ItemEndL' ) )
{
SetUsableItemLtransitionAllowed ( true );
return true;
}
}
else
{
if ( RaiseEvent( 'ItemUseL' ) )
{
SetUsableItemLtransitionAllowed ( true );
return true;
}
}
}
else
{
category = inv.GetItemCategory( selectedItemId );
if( category != 'usable' )
{
return false;
}
SetBehaviorVariable( 'SelectedItemL', (int)GetUsableItemTypeById( selectedItemId ), true );
if( RaiseEvent( 'ItemUseL' ) )
{
currentlyEquipedItemL = selectedItemId;
SetUsableItemLtransitionAllowed ( false );
currentlyUsingItem = true;
return true;
}
inv.UnmountItem( selectedItemId, true );
}
}
protected saved var currentlyUsingItem : bool;
public function ProcessUseSelectedItem( itemEntity : W3UsableItem, optional shouldCallOnUsed : bool )
{
currentlyUsedItemL = itemEntity;
DrainStamina(ESAT_UsableItem);
if ( shouldCallOnUsed )
{
currentlyUsedItemL.OnUsed( thePlayer );
}
}
function GetUsableItemTypeById ( itemId : SItemUniqueId ) : EUsableItemType
{
var itemName : name;
itemName = inv.GetItemName ( itemId );
return theGame.GetDefinitionsManager().GetUsableItemType ( itemName );
}
public function StartWaitForItemSpawnAndProccesTask()
{
AddTimer( 'WaitForItemSpawnAndProccesTask', 0.001f, true,,,,true );
}
public function KillWaitForItemSpawnAndProccesTask()
{
RemoveTimer ( 'WaitForItemSpawnAndProccesTask' );
}
public function AllowUseSelectedItem()
{
m_useSelectedItemIfSpawned = true;
}
timer function WaitForItemSpawnAndProccesTask( timeDelta : float , id : int )
{
var itemEntity : W3UsableItem;
var canTaskBeKilled : bool;
canTaskBeKilled = false;
if ( IsCastingSign() )
{
return;
}
if ( selectedItemId == GetInvalidUniqueId() )
{
canTaskBeKilled = true;
}
itemEntity = (W3UsableItem)inv.GetItemEntityUnsafe( selectedItemId );
if ( itemEntity && m_useSelectedItemIfSpawned )
{
canTaskBeKilled = true;
m_useSelectedItemIfSpawned = false;
ProcessUseSelectedItem( itemEntity, true );
}
if ( canTaskBeKilled )
{
KillWaitForItemSpawnAndProccesTask();
}
}
event OnBombProjectileReleased()
{
ResetRawPlayerHeading();
UnblockAction(EIAB_ThrowBomb, 'BombThrow');
UnblockAction(EIAB_Crossbow, 'BombThrow');
if(GetCurrentStateName() == 'AimThrow')
PopState();
FactsAdd("ach_bomb", 1, 4 );
theGame.GetGamerProfile().CheckLearningTheRopes();
}
public function SetIsThrowingItemWithAim(b : bool)
{
isThrowingItemWithAim = b;
}
public function SetIsThrowingItem( flag : bool ) {isThrowingItem = flag;}
public function IsThrowingItem() : bool {return isThrowingItem;}
public function IsThrowingItemWithAim() : bool {return isThrowingItemWithAim;}
public function SetThrowHold(b : bool) {isThrowHoldPressed = b;}
public function IsThrowHold() : bool {return isThrowHoldPressed;}
public function SetIsAimingCrossbow( flag : bool ) {isAimingCrossbow = flag;}
public function GetIsAimingCrossbow() : bool {return isAimingCrossbow;}
event OnThrowAnimLeave()
{
var throwStage : EThrowStage;
var thrownEntity : CThrowable;
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
if(thrownEntity && !thrownEntity.WasThrown())
{
throwStage = (int)GetBehaviorVariable( 'throwStage', (int)TS_Stop);
if(inv.IsItemBomb(selectedItemId))
{
BombThrowCleanUp();
}
else
{
ThrowingAbort();
}
}
thrownEntity = NULL;
SetIsThrowingItem( false );
SetIsThrowingItemWithAim( false );
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
UnblockAction(EIAB_ThrowBomb, 'BombThrow');
UnblockAction(EIAB_Crossbow, 'BombThrow');
}
protected function BombThrowStart()
{
var slideTargetActor : CActor;
BlockAction( EIAB_ThrowBomb, 'BombThrow' );
BlockAction(EIAB_Crossbow, 'BombThrow');
SetBehaviorVariable( 'throwStage', (int)TS_Start );
SetBehaviorVariable( 'combatActionType', (int)CAT_ItemThrow );
if ( slideTarget )
{
AddCustomOrientationTarget( OT_Actor, 'BombThrow' );
slideTargetActor = (CActor)( slideTarget );
}
else
{
if ( lastAxisInputIsMovement )
AddCustomOrientationTarget( OT_Actor, 'BombThrow' );
else
AddCustomOrientationTarget( OT_Camera, 'BombThrow' );
}
UpdateLookAtTarget();
SetCustomRotation( 'Throw', VecHeading( this.GetLookAtPosition() - GetWorldPosition() ), 0.0f, 0.3f, false );
SetBehaviorVariable( 'itemType', (int)IT_Petard );
ProcessCanAttackWhenNotInCombatBomb();
if ( RaiseForceEvent('CombatAction') )
OnCombatActionStart();
theTelemetry.LogWithLabel(TE_FIGHT_HERO_THROWS_BOMB, inv.GetItemName( selectedItemId ));
}
event OnThrowAnimStart()
{
var itemId : SItemUniqueId;
var thrownEntity : CThrowable;
this.radialSlots.Clear();
GetWitcherPlayer().GetItemEquippedOnSlot(EES_Petard1, itemId );
if( GetSelectedItemId() == itemId )
{
this.radialSlots.PushBack( 'Slot2' );
}
else
{
this.radialSlots.PushBack( 'Slot1' );
}
this.radialSlots.PushBack( 'Slot3' );
this.radialSlots.PushBack( 'Slot4' );
this.radialSlots.PushBack( 'Slot5' );
this.EnableRadialSlotsWithSource( false, this.radialSlots, 'throwBomb' );
thrownEntity = (CThrowable)inv.GetDeploymentItemEntity( selectedItemId,,,true );
thrownEntity.Initialize( this, selectedItemId );
EntityHandleSet( thrownEntityHandle, thrownEntity );
SetIsThrowingItem( true );
}
public function BombThrowAbort()
{
BombThrowCleanUp();
UnblockAction( EIAB_ThrowBomb, 'BombThrow' );
UnblockAction(EIAB_Crossbow, 'BombThrow');
}
private function BombThrowCleanUp()
{
var throwStage : EThrowStage;
var thrownEntity : CThrowable;
var vehicle : CVehicleComponent;
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
throwStage = (int)GetBehaviorVariable( 'throwStage', (int)TS_Stop);
SetBehaviorVariable( 'throwStage', (int)TS_Stop );
if( GetCurrentStateName() == 'AimThrow')
{
PopState();
thrownEntity.StopAiming( true );
}
else if ( this.IsUsingHorse() )
{
vehicle = (CVehicleComponent)(GetUsedVehicle().GetComponentByClassName('CVehicleComponent'));
vehicle.GetUserCombatManager().OnForceItemActionAbort();
}
if(thrownEntity && !thrownEntity.WasThrown())
{
thrownEntity.BreakAttachment();
thrownEntity.Destroy();
}
thrownEntity = NULL;
SetIsThrowingItem( false );
SetIsThrowingItemWithAim( false );
RemoveCustomOrientationTarget( 'BombThrow' );
}
public function ProcessCanAttackWhenNotInCombatBomb()
{
var targets : array< CGameplayEntity >;
var temp, throwVector, throwFrom, throwTo, throwVectorU : Vector;
var temp_n : name;
var throwVecLen : float;
var component : CComponent;
if( FactsQuerySum( "BombThrowSpecificTargets" ) > 0 )
{
throwFrom = playerAiming.GetThrowStartPosition();
throwTo = playerAiming.GetThrowPosition();
throwVector = throwTo - throwFrom;
throwVecLen = VecDistance( throwFrom, throwTo );
throwVectorU = throwVector / throwVecLen;
if( theGame.GetWorld().StaticTraceWithAdditionalInfo( throwFrom, throwTo + throwVectorU, temp, temp, temp_n, component ) && component && component.GetEntity().HasTag( 'BombThrowSpecificTarget' ) )
{
SetIsShootingFriendly( false );
}
else
{
SetIsShootingFriendly( true );
}
}
else if( FactsQuerySum( "BombThrowDisallowSpecificTargets" ) > 0 )
{
throwFrom = playerAiming.GetThrowStartPosition();
throwTo = playerAiming.GetThrowPosition();
throwVector = throwTo - throwFrom;
throwVecLen = VecDistance( throwFrom, throwTo );
throwVectorU = throwVector / throwVecLen;
if( theGame.GetWorld().StaticTraceWithAdditionalInfo( throwFrom, throwTo + throwVectorU, temp, temp, temp_n, component ) && component && component.GetEntity().HasTag( 'BombThrowDisallowedTarget' ) )
{
SetIsShootingFriendly( true );
}
else
{
SetIsShootingFriendly( false );
}
}
else
{
SetIsShootingFriendly( false );
}
SetBehaviorVariable( 'isShootingFriendly', (float)( GetIsShootingFriendly() ) );
}
public function SetIsShootingFriendly( flag : bool )
{
isShootingFriendly = flag;
}
public function GetIsShootingFriendly() : bool
{
return isShootingFriendly;
}
protected function UsableItemStart()
{
var thrownEntity : CThrowable;
thrownEntity = (CThrowable)inv.GetDeploymentItemEntity( selectedItemId,,,true );
thrownEntity.Initialize( this, selectedItemId );
EntityHandleSet( thrownEntityHandle, thrownEntity );
SetBehaviorVariable( 'throwStage', (int)TS_Start );
SetIsThrowingItem( true );
SetBehaviorVariable( 'combatActionType', (int)CAT_ItemThrow );
if ( slideTarget )
{
AddCustomOrientationTarget( OT_Actor, 'UsableItems' );
}
else
{
if ( lastAxisInputIsMovement )
AddCustomOrientationTarget( OT_Actor, 'UsableItems' );
else
AddCustomOrientationTarget( OT_Camera, 'UsableItems' );
}
SetBehaviorVariable( 'itemType', (int)(-1) );
if ( RaiseForceEvent('CombatAction') )
OnCombatActionStart();
}
protected function BombThrowRelease()
{
var stateName : name;
stateName = playerAiming.GetCurrentStateName();
OnDelayOrientationChangeOff();
if( GetIsShootingFriendly() || ( FactsQuerySum( "BombThrowSpecificTargets" ) > 0 && stateName != 'Aiming' ) )
{
BombThrowAbort();
}
else
{
SetBehaviorVariable( 'throwStage', (int)TS_End );
if ( stateName == 'Aiming' )
{
SetCustomRotation( 'Throw', VecHeading( this.GetLookAtPosition() - GetWorldPosition() ), 0.0f, 0.2f, false );
}
}
}
protected function UsableItemRelease()
{
OnDelayOrientationChangeOff();
SetBehaviorVariable( 'throwStage', (int)TS_End );
RemoveCustomOrientationTarget( 'UsableItems' );
}
public function ThrowingAbort()
{
var thrownEntity : CThrowable;
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
SetBehaviorVariable( 'throwStage', (int)TS_Stop );
RaiseEvent( 'actionStop' );
if( GetCurrentStateName() == 'AimThrow')
{
PopState();
thrownEntity.StopAiming( true );
}
if(thrownEntity && !thrownEntity.WasThrown())
{
thrownEntity.BreakAttachment();
thrownEntity.Destroy();
}
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
}
public function CanSetupCombatAction_Throw() : bool
{
if(!inv.IsIdValid( selectedItemId ))
return false;
if(!inv.IsItemSingletonItem(selectedItemId))
return false;
if(!GetBIsInputAllowed())
return false;
if(inv.GetItemQuantity(GetSelectedItemId()) <= 0 && !inv.ItemHasTag(selectedItemId, theGame.params.TAG_INFINITE_AMMO))
return false;
if(!inputHandler.IsActionAllowed(EIAB_ThrowBomb) && GetCurrentStateName() != 'Swimming')
return false;
return true;
}
public function GetThrownEntity() : CThrowable
{
return (CThrowable)EntityHandleGet( thrownEntityHandle );
}
event OnWeaponWait() { rangedWeapon.OnWeaponWait(); }
event OnWeaponDrawStart() { rangedWeapon.OnWeaponDrawStart(); }
event OnWeaponReloadStart() { rangedWeapon.OnWeaponReloadStart(); }
event OnWeaponReloadEnd() { rangedWeapon.OnWeaponReloadEnd(); }
event OnWeaponAimStart() { rangedWeapon.OnWeaponAimStart(); }
event OnWeaponShootStart() { rangedWeapon.OnWeaponShootStart(); }
event OnWeaponShootEnd() { rangedWeapon.OnWeaponShootEnd(); }
event OnWeaponAimEnd() { rangedWeapon.OnWeaponAimEnd(); }
event OnWeaponHolsterStart() { rangedWeapon.OnWeaponHolsterStart(); }
event OnWeaponHolsterEnd() { rangedWeapon.OnWeaponHolsterEnd(); }
event OnWeaponToNormalTransStart() { rangedWeapon.OnWeaponToNormalTransStart(); }
event OnWeaponToNormalTransEnd() { rangedWeapon.OnWeaponToNormalTransEnd(); }
event OnEnableAimingMode( enable : bool )
{
if( !crossbowDontPopStateHack )
{
if ( enable )
PushState( 'AimThrow' );
else if ( GetCurrentStateName() == 'AimThrow' )
PopState();
}
}
event OnRangedForceHolster( optional forceUpperBodyAnim, instant, dropItem : bool )
{
if(rangedWeapon)
rangedWeapon.OnForceHolster( forceUpperBodyAnim, instant, dropItem );
}
public function IsCrossbowHeld() : bool
{
if (rangedWeapon)
return rangedWeapon.GetCurrentStateName() != 'State_WeaponWait';
return false;
}
event OnBlockAllCombatTickets( release : bool )
{
if (!release )
((CR4PlayerStateCombat)GetState('Combat')).OnBlockAllCombatTickets(false);
}
event OnForceTicketUpdate() {}
event OnProcessActionPost(action : W3DamageAction)
{
var npc : CNewNPC;
var attackAction : W3Action_Attack;
var lifeLeech : float;
super.OnProcessActionPost(action);
attackAction = (W3Action_Attack)action;
if(attackAction)
{
npc = (CNewNPC)action.victim;
if(npc && npc.IsHuman() )
{
PlayBattleCry('BattleCryHumansHit', 0.05f );
}
else
{
PlayBattleCry('BattleCryMonstersHit', 0.05f );
}
if(attackAction.IsActionMelee())
{
IncreaseUninterruptedHitsCount();
if( IsLightAttack( attackAction.GetAttackName() ) )
{
GCameraShake(0.1, false, GetWorldPosition(), 10);
}
if(npc && inv.GetItemName(attackAction.GetWeaponId()) == 'PC Caretaker Shovel')
{
lifeLeech = CalculateAttributeValue(inv.GetItemAttributeValue(attackAction.GetWeaponId() ,'lifesteal'));
if (npc.UsesVitality())
lifeLeech *= action.processedDmg.vitalityDamage;
else if (UsesEssence())
lifeLeech *= action.processedDmg.essenceDamage;
else
lifeLeech = 0;
if ( lifeLeech > 0 )
{
inv.PlayItemEffect( attackAction.GetWeaponId(), 'stab_attack' );
PlayEffect('drain_energy_caretaker_shovel');
GainStat(BCS_Vitality, lifeLeech);
}
}
}
}
}
public function SetHitReactTransScale(f : float) {hitReactTransScale = f;}
public function GetHitReactTransScale() : float
{
if ( ( (CNewNPC)slideTarget ).GetIsTranslationScaled() )
return hitReactTransScale;
else
return 1.f;
}
public function GetHorseWithInventory() : CNewNPC
{
return (CNewNPC)EntityHandleGet( horseWithInventory );
}
public function GetHorseCurrentlyMounted() : CNewNPC
{
return currentlyMountedHorse;
}
public function _SetHorseCurrentlyMounted( horse : CNewNPC )
{
currentlyMountedHorse = horse;
}
public function WasHorseRecentlySummoned() : bool
{
if ( horseSummonTimeStamp + 5.f > theGame.GetEngineTimeAsSeconds() )
return true;
return false;
}
private const var MOUNT_DISTANCE_CBT : float;
default MOUNT_DISTANCE_CBT = 3.0;
private const var MOUNT_ANGLE_CBT : float;
default MOUNT_ANGLE_CBT = 35.0;
private const var MOUNT_ANGLE_EXP : float;
default MOUNT_ANGLE_EXP = 45.0;
public function IsMountingHorseAllowed( optional alwaysAllowedInExploration : bool ) : bool
{
var angle : float;
var distance : float;
if( IsInsideHorseInteraction() )
{
angle = AngleDistance( thePlayer.rawPlayerHeading, VecHeading( thePlayer.horseInteractionSource.GetWorldPosition() - thePlayer.GetWorldPosition() ) );
if( thePlayer.IsInCombat() )
{
if( AbsF( angle ) < MOUNT_ANGLE_CBT )
{
distance = VecDistance( thePlayer.GetWorldPosition(), thePlayer.horseInteractionSource.GetWorldPosition() );
if( distance < MOUNT_DISTANCE_CBT )
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
else
{
if( alwaysAllowedInExploration )
{
return true;
}
else
{
if( AbsF( angle ) < MOUNT_ANGLE_EXP )
{
return true;
}
else
{
return false;
}
}
}
}
else
{
return false;
}
}
public function FollowActor( actor : CActor )
{
var l_aiTreeDecorator : CAIPlayerActionDecorator;
var l_aiTree_onFoot : CAIFollowSideBySideAction;
var l_aiTree_onHorse : CAIRiderFollowSideBySideAction;
var l_success : bool = false;
actor.AddTag( 'playerFollowing' );
if( thePlayer.IsUsingHorse() )
{
l_aiTree_onHorse = new CAIRiderFollowSideBySideAction in this;
l_aiTree_onHorse.OnCreated();
l_aiTree_onHorse.params.targetTag = 'playerFollowing';
}
else
{
l_aiTree_onFoot = new CAIFollowSideBySideAction in this;
l_aiTree_onFoot.OnCreated();
l_aiTree_onFoot.params.targetTag = 'playerFollowing';
}
l_aiTreeDecorator = new CAIPlayerActionDecorator in this;
l_aiTreeDecorator.OnCreated();
l_aiTreeDecorator.interruptOnInput = false;
if( thePlayer.IsUsingHorse() )
l_aiTreeDecorator.scriptedAction = l_aiTree_onHorse;
else
l_aiTreeDecorator.scriptedAction = l_aiTree_onFoot;
if( l_aiTreeDecorator )
l_success = ForceAIBehavior( l_aiTreeDecorator, BTAP_Emergency );
else if( thePlayer.IsUsingHorse() )
l_success = ForceAIBehavior( l_aiTree_onHorse, BTAP_Emergency );
else
l_success = ForceAIBehavior( l_aiTree_onFoot, BTAP_Emergency );
if ( l_success )
{
GetMovingAgentComponent().SetGameplayRelativeMoveSpeed( 0.0f );
}
}
public function SetCanFollowNpc( val : bool, actor : CActor ) { canFollowNpc = val; actorToFollow = actor; }
public function CanFollowNpc() : bool { return canFollowNpc; }
public function GetActorToFollow() : CActor { return actorToFollow; }
public function SetIsSwimming ( toggle : bool )
{
if( isSwimming != toggle )
{
thePlayer.substateManager.SetBehaviorParamBool( 'isSwimmingForOverlay', toggle );
isSwimming = toggle;
}
}
public function RepairItemUsingConsumable(item, consumable : SItemUniqueId) : bool
{
var curr, max, repairValue, itemValue, repairBonus, newDurability : float;
if(!inv.IsIdValid(item) || !inv.IsIdValid(consumable) || !inv.HasItemDurability(item))
return false;
curr = inv.GetItemDurability(item);
max = inv.GetItemMaxDurability(item);
if(curr > max)
return false;
if( (inv.IsItemAnyArmor(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_ARMOR)) ||
(inv.IsItemSilverSwordUsableByPlayer(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_SILVER)) ||
(inv.IsItemSteelSwordUsableByPlayer(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_STEEL)) )
{
itemValue = CalculateAttributeValue(inv.GetItemAttributeValue(consumable, 'durabilityRepairValue'));
if(itemValue <= 0)
{
LogAssert(false, "CR4Player.RepairItemUsingConsumable: consumable <<" + inv.GetItemName(consumable) + ">> has <=0 durabilityRepairValue!!!");
return false;
}
repairBonus = CalculateAttributeValue(inv.GetItemAttributeValue(consumable, 'durabilityBonusValue'));
repairValue = max * itemValue /100;
newDurability = MinF(max, curr + repairValue);
inv.SetItemDurabilityScript(item, newDurability);
inv.RemoveItem(consumable);
return true;
}
return false;
}
private function CheckDayNightCycle()
{
var time : GameTime;
var isNight : bool;
isNight = theGame.envMgr.IsNight();
if(prevDayNightIsNight != isNight)
{
if(isNight)
OnNightStarted();
else
OnDayStarted();
prevDayNightIsNight = isNight;
}
if(isNight)
time = theGame.envMgr.GetGameTimeTillNextDay();
else
time = theGame.envMgr.GetGameTimeTillNextNight();
AddGameTimeTimer('DayNightCycle', time);
}
timer function DayNightCycle(dt : GameTime, id : int)
{
CheckDayNightCycle();
}
event OnNightStarted()
{
var pam : W3PlayerAbilityManager;
if(CanUseSkill(S_Perk_01))
{
pam = (W3PlayerAbilityManager)abilityManager;
pam.SetPerk01Abilities(false, true);
}
}
event OnDayStarted()
{
var pam : W3PlayerAbilityManager;
if(CanUseSkill(S_Perk_01))
{
pam = (W3PlayerAbilityManager)abilityManager;
pam.SetPerk01Abilities(true, false);
}
}
public function ForceUnlockAllInputActions(alsoQuestLocks : bool)
{
if ( inputHandler )
inputHandler.ForceUnlockAllInputActions(alsoQuestLocks);
}
public function SetPrevRawLeftJoyRot()
{
prevRawLeftJoyRot = rawLeftJoyRot;
}
public function GetPrevRawLeftJoyRot() : float
{
return prevRawLeftJoyRot;
}
public function GetExplorationInputContext() : name
{
return explorationInputContext;
}
public function GetCombatInputContext() : name
{
return combatInputContext;
}
public function SetIsOnBoat(b : bool)
{
isOnBoat = b;
}
public function IsOnBoat() : bool
{
return isOnBoat;
}
public function IsInShallowWater() : bool
{
return isInShallowWater;
}
event OnEnterShallowWater()
{
if ( isInShallowWater )
return false;
isInShallowWater = true;
BlockAction( EIAB_Dodge,'ShallowWater', false, false, true );
BlockAction( EIAB_Sprint,'ShallowWater', false, false, true );
BlockAction( EIAB_Crossbow,'ShallowWater', false, false, true );
BlockAction( EIAB_Jump,'ShallowWater', false, false, true );
SetBehaviorVariable( 'shallowWater',1.0);
}
event OnExitShallowWater()
{
if ( !isInShallowWater )
return false;
isInShallowWater = false;
BlockAllActions('ShallowWater',false);
SetBehaviorVariable( 'shallowWater',0.0);
}
public function TestIsInSettlement() : bool
{
return IsInSettlement();
}
public function ProcessGlossaryImageOverride( defaultImage : string, uniqueTag : name ) : string
{
var size : int;
var i : int;
size = glossaryImageOverride.Size();
if( size == 0 )
return defaultImage;
for( i = 0; i < size; i += 1 )
{
if( glossaryImageOverride[i].uniqueTag == uniqueTag )
return glossaryImageOverride[i].imageFileName;
}
return defaultImage;
}
public function EnableGlossaryImageOverride( uniqueTag : name, imageFileName : string, enable : bool )
{
var imageData : SGlossaryImageOverride;
var size : int;
var i : int;
for( i = 0; i < glossaryImageOverride.Size(); i += 1 )
{
if( glossaryImageOverride[i].uniqueTag == uniqueTag )
{
glossaryImageOverride.Remove(glossaryImageOverride[i]);
}
}
if( enable )
{
if( IsNameValid(uniqueTag) && imageFileName != "" )
{
glossaryImageOverride.PushBack( SGlossaryImageOverride( uniqueTag, imageFileName ) );
}
}
}
public function SetWeatherDisplayDisabled( disable : bool )
{
disableWeatherDisplay = disable;
}
public function GetWeatherDisplayDisabled() : bool
{
return disableWeatherDisplay;
}
public function SetCurrentMonsterHuntInvestigationArea ( area : W3MonsterHuntInvestigationArea )
{
currentMonsterHuntInvestigationArea = area;
}
public function RememberCustomHead( headName : name )
{
rememberedCustomHead = headName;
}
public function GetRememberedCustomHead() : name
{
return rememberedCustomHead;
}
public function ClearRememberedCustomHead()
{
rememberedCustomHead = '';
}
public function CreateTutorialInput()
{
var prevInputHandler : CPlayerInput;
prevInputHandler = inputHandler;
inputHandler = new W3PlayerTutorialInput in this;
inputHandler.Initialize(false, prevInputHandler);
if(prevInputHandler)
delete prevInputHandler;
}
public function CreateInput()
{
var oldInputHandler : CPlayerInput;
oldInputHandler = inputHandler;
inputHandler = new CPlayerInput in this;
inputHandler.Initialize(false, oldInputHandler);
}
timer function TutorialSilverCombat(dt : float, id : int)
{
var i : int;
var actors : array<CActor>;
if(IsInCombat())
{
actors = GetNPCsAndPlayersInRange(20, 1000000, ,FLAG_ExcludePlayer + FLAG_OnlyAliveActors);
for(i=0; i<actors.Size(); i+=1)
{
if(actors[i] && IsRequiredAttitudeBetween(this, actors[i], true) && actors[i].UsesEssence())
{
FactsAdd("TutorialShowSilver");
RemoveTimer('TutorialSilverCombat');
break;
}
}
}
}
private saved var m_bossTag : name;
public function GetBossTag() : name
{
return m_bossTag;
}
public function SetBossTag( bossTag : name )
{
m_bossTag = bossTag;
}
private saved var m_usingCoatOfArms : bool; default m_usingCoatOfArms = false;
public function IsUsingCoatOfArms() : bool
{
return m_usingCoatOfArms;
}
public function SetUsingCoatOfArms( using : bool)
{
m_usingCoatOfArms = using;
}
private saved var m_initialTimeOut : float;
private saved var m_currentTimeOut : float;
public function GetInitialTimeOut() : float
{
return m_initialTimeOut;
}
public function SetInitialTimeOut( timeOut : float )
{
m_initialTimeOut = timeOut;
}
public function GetCurrentTimeOut() : float
{
return m_currentTimeOut;
}
public function SetCurrentTimeOut( timeOut : float )
{
m_currentTimeOut = timeOut;
}
timer function DelayedFinisherInputTimer(dt : float, id : int)
{
}
timer function RemoveFinisherCameraAnimationCheck(dt : float, id : int)
{
if ( !isInFinisher && !bLAxisReleased )
{
theGame.GetSyncAnimManager().OnRemoveFinisherCameraAnimation();
RemoveTimer( 'RemoveFinisherCameraAnimationCheck' );
}
}
timer function GameplayFactRemove(dt : float, timerId : int)
{
theGame.GameplayFactRemoveFromTimer(timerId);
}
timer function GiveStartingItems(dt : float, timerId : int)
{
var template : CEntityTemplate;
var invEntity : CInventoryComponent;
var entity : CEntity;
var items : array<SItemUniqueId>;
var id : SItemUniqueId;
var i : int;
if(inv)
{
inv.GetAllItems(items);
if(items.Size() <= 0)
{
return;
}
}
else
{
return;
}
template = (CEntityTemplate)LoadResource("geralt_inventory_release");
entity = theGame.CreateEntity(template, Vector(0,0,0));
invEntity = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
invEntity.GetAllItems(items);
for(i=0; i<items.Size(); i+=1)
{
id = invEntity.GiveItemTo(inv, items[i], 0, false, true);
if ( inv.ItemHasTag(id,'Scabbard') )
{
inv.MountItem(id);
}
else if(!inv.IsItemFists(id) && inv.GetItemName(id) != 'Cat 1')
{
EquipItem(id);
}
else if(inv.IsItemSingletonItem(id))
{
inv.SingletonItemSetAmmo(id, inv.SingletonItemGetMaxAmmo(id));
}
}
entity.Destroy();
RemoveTimer('GiveStartingItems');
}
timer function Debug_GiveTestingItems(dt : float, optional id : int)
{
var template : CEntityTemplate;
var invTesting : CInventoryComponent;
var entity : CEntity;
var items : array<SItemUniqueId>;
var i : int;
var slot : EEquipmentSlots;
if(inv)
{
inv.GetAllItems(items);
if(items.Size() <= 0)
{
return;
}
}
else
{
return;
}
template = (CEntityTemplate)LoadResource("geralt_inventory_internal");
entity = theGame.CreateEntity(template, Vector(0,0,0));
invTesting = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
invTesting.GiveAllItemsTo(inv, true);
entity.Destroy();
RemoveTimer('Debug_GiveTestingItems');
inv.GetAllItems(items);
for(i=0; i<items.Size(); i+=1)
{
if( inv.IsItemCrossbow(items[i]) || inv.IsItemBomb(items[i]) )
{
slot = inv.GetSlotForItemId(items[i]);
EquipItem(items[i], slot);
if( (W3PlayerWitcher)this && inv.IsItemCrossbow(items[i]) )
GetWitcherPlayer().SelectQuickslotItem(slot);
}
else if(inv.IsItemBolt(items[i]))
{
slot = inv.GetSlotForItemId(items[i]);
EquipItem(items[i], slot);
}
if(inv.IsItemSingletonItem(items[i]))
{
inv.SingletonItemSetAmmo(items[i], inv.SingletonItemGetMaxAmmo(items[i]));
}
}
}
timer function Debug_RemoveTestingItems(dt : float, id : int)
{
var template : CEntityTemplate;
var entity : CEntity;
var invTesting : CInventoryComponent;
var ids : array<SItemUniqueId>;
var i : int;
template = (CEntityTemplate)LoadResource("geralt_inventory_internal");
entity = theGame.CreateEntity(template, Vector(0,0,0));
invTesting = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
invTesting.GetAllItems(ids);
for(i=0; i<ids.Size(); i+=1)
inv.RemoveItemByName(invTesting.GetItemName(ids[i]), invTesting.GetItemQuantity(ids[i]));
entity.Destroy();
RemoveTimer('Debug_RemoveTestingItems');
}
timer function Debug_DelayedConsoleCommand(dt : float, id : int)
{
inv.AddAnItem('Boots 2 schematic');
}
function DBG_SkillSlots()
{
((W3PlayerAbilityManager)abilityManager).DBG_SkillSlots();
}
public final function SetPadBacklightColor(r, g, b : int)
{
var padBacklightColor : Vector;
padBacklightColor.X = r / 255;
padBacklightColor.Y = g / 255;
padBacklightColor.Z = b / 255;
SetBacklightColor(padBacklightColor);
}
public final function SetPadBacklightColorFromSign(signType : ESignType)
{
LogPS4Light("SetPadBacklightColorFromSign... " + signType);
switch(signType)
{
case ST_Yrden: SetPadBacklightColor( 200 , 81 , 255 ); break;
case ST_Quen: SetPadBacklightColor( 255 , 205 , 68 ); break;
case ST_Igni: SetPadBacklightColor( 255 , 79 , 10 ); break;
case ST_Axii: SetPadBacklightColor( 255 , 255 , 255 ); break;
case ST_Aard: SetPadBacklightColor( 158 , 214 , 255 ); break;
}
}
timer function ResetPadBacklightColorTimer(dt : float, id : int)
{
ResetPadBacklightColor();
}
public final function ResetPadBacklightColor(optional skipHeldWeapon : bool)
{
var weapons : array<SItemUniqueId>;
var sword : CWitcherSword;
var healthPercentage : float;
var tmpBacklight : Vector;
if(!skipHeldWeapon)
{
weapons = inv.GetHeldWeapons();
if(weapons.Size() > 0)
{
sword = (CWitcherSword)inv.GetItemEntityUnsafe(weapons[0]);
if(sword)
{
tmpBacklight.X = sword.padBacklightColor.X / 255.0f;
tmpBacklight.Y = sword.padBacklightColor.Y / 255.0f;
tmpBacklight.Z = sword.padBacklightColor.Z / 255.0f;
tmpBacklight.W = 1.0f;
SetBacklightColor( tmpBacklight );
LogPS4Light("Setting light from sword template: " + NoTrailZeros(sword.padBacklightColor.X) + ", " + NoTrailZeros(sword.padBacklightColor.Y) + ", " + NoTrailZeros(sword.padBacklightColor.Z) );
return;
}
}
}
healthPercentage = GetStatPercents( BCS_Vitality );
SetBacklightFromHealth( healthPercentage );
LogPS4Light("Setting light from health, " + NoTrailZeros(RoundMath(healthPercentage*100)) + "%");
}
event OnOpenningDoor()
{
if( !thePlayer.IsUsingHorse() )
RaiseEvent('OpenDoor');
}
public final function SetLoopingCameraShakeAnimName( n : name )
{
loopingCameraShakeAnimName = n;
}
public var loopingCameraShakeAnimName : name;
timer function RemoveQuestCameraShakeTimer( dt : float , id : int)
{
RemoveQuestCameraShake( loopingCameraShakeAnimName );
}
public function RemoveQuestCameraShake( animName : name )
{
var camera : CCustomCamera = theGame.GetGameCamera();
var animation : SCameraAnimationDefinition;
camera.StopAnimation( animName );
}
public function GetCameraPadding() : float
{
if( theGame.IsFocusModeActive() )
{
return 0.25;
}
else
{
return 0.02f;
}
}
public function IsPerformingPhaseChangeAnimation() : bool { return isPerformingPhaseChangeAnimation; }
public function SetIsPerformingPhaseChangeAnimation( val : bool ) { isPerformingPhaseChangeAnimation = val; }
private function DealCounterDamageToOlgierd()
{
var damage : W3DamageAction;
damage = new W3DamageAction in this;
damage.Initialize( thePlayer.GetTarget(), thePlayer.GetTarget(), NULL, this, EHRT_None, CPS_Undefined, false, false, false, true );
damage.AddDamage( theGame.params.DAMAGE_NAME_DIRECT, thePlayer.GetTarget().GetStatMax( BCS_Vitality ) * 3 / 100 );
theGame.damageMgr.ProcessAction( damage );
delete damage;
}
timer function PlayDelayedCounterDamageEffect( dt : float, id : int )
{
thePlayer.GetTarget().PlayEffect( 'olgierd_energy_blast' );
}
public function SetTestAdjustRequestedMovementDirection( val : bool )
{
testAdjustRequestedMovementDirection = val;
}
event OnVisualDebug( frame : CScriptedRenderFrame, flag : EShowFlags )
{
var boneFollow : int;
var bonePosition : Vector;
var yrdenEntity : W3YrdenEntity;
substateManager.OnVisualDebug( frame, flag );
boneFollow = thePlayer.GetBoneIndex( 'Reference' );
bonePosition = MatrixGetTranslation( thePlayer.GetBoneWorldMatrixByIndex( boneFollow ) );
frame.DrawText( "R", bonePosition, Color( 50, 200, 70 ) );
boneFollow = thePlayer.GetBoneIndex( 'Trajectory' );
bonePosition = MatrixGetTranslation( thePlayer.GetBoneWorldMatrixByIndex( boneFollow ) );
frame.DrawSphere( bonePosition, 0.1f, Color( 200, 50, 70 ) );
frame.DrawText( "T", bonePosition, Color( 200, 50, 70 ) );
yrdenEntity = (W3YrdenEntity)GetWitcherPlayer().GetSignEntity(ST_Yrden);
yrdenEntity.OnVisualDebug(frame, flag, false);
return true;
}
timer function PotDrinkTimer(dt : float, id : int)
{
inputHandler.PotDrinkTimer(false);
}
public function SetIsHorseRacing( val : bool )
{
isHorseRacing = val;
}
public function GetIsHorseRacing() : bool
{
return isHorseRacing;
}
public function SetHorseCombatSlowMo( val : bool )
{
horseCombatSlowMo = val;
}
public function GetHorseCombatSlowMo() : bool
{
return horseCombatSlowMo;
}
public function SetItemsPerLevelGiven( id : int )
{
itemsPerLevelGiven[id] = true;
}
private function AddItemPerLevelList()
{
var i : int;
itemsPerLevel.Clear();
itemsPerLevel.PushBack('O');
itemsPerLevel.PushBack('No Mans Land sword 2');
itemsPerLevel.PushBack('No Mans Land sword 3');
itemsPerLevel.PushBack('Silver sword 2');
itemsPerLevel.PushBack('Boots 01');
itemsPerLevel.PushBack('Novigraadan sword 2');
itemsPerLevel.PushBack('Light armor 01');
itemsPerLevel.PushBack('Heavy boots 01');
itemsPerLevel.PushBack('Nilfgaardian sword 3');
itemsPerLevel.PushBack('Silver sword 3');
itemsPerLevel.PushBack('Heavy gloves 01');
itemsPerLevel.PushBack('Skellige sword 2');
itemsPerLevel.PushBack('Heavy pants 01');
itemsPerLevel.PushBack('Silver sword 4');
itemsPerLevel.PushBack('No Mans Land sword 4');
itemsPerLevel.PushBack('Heavy armor 01');
itemsPerLevel.PushBack('Heavy boots 02');
itemsPerLevel.PushBack('Skellige sword 3');
itemsPerLevel.PushBack('Silver sword 5');
itemsPerLevel.PushBack('Heavy pants 02');
itemsPerLevel.PushBack('Heavy gloves 02');
itemsPerLevel.PushBack('Heavy gloves 02');
itemsPerLevel.PushBack('Heavy armor 02');
itemsPerLevel.PushBack('Scoiatael sword 1');
if ( itemsPerLevelGiven.Size() < 49 )
{
itemsPerLevelGiven.Clear();
for (i = 0; i < itemsPerLevel.Size(); i += 1) { itemsPerLevelGiven.PushBack( false ); }
}
}
public function DealDamageToBoat( dmg : float, index : int, optional globalHitPos : Vector )
{
var boat : CBoatDestructionComponent;
if(usedVehicle)
{
boat = (CBoatDestructionComponent) usedVehicle.GetComponentByClassName( 'CBoatDestructionComponent' );
if( boat )
{
boat.DealDamage( dmg, index, globalHitPos );
}
}
}
public function OnStartTeleportingPlayerToPlayableArea()
{
var FADEOUT_INTERVAL : float = 0.5;
if ( thePlayer.IsUsingHorse() )
{
if ( thePlayer.GetUsedHorseComponent().OnCheckHorseJump() )
{
thePlayer.GetUsedHorseComponent().SetCanTakeDamageFromFalling( false );
}
}
if ( thePlayer.IsActionAllowed( EIAB_FastTravel ) )
{
OnOpenMapToLetPlayerGoBackToPlayableArea();
}
else
{
theGame.FadeOutAsync( FADEOUT_INTERVAL );
thePlayer.AddTimer( 'BorderTeleportFadeOutTimer', FADEOUT_INTERVAL, false );
}
}
timer function BorderTeleportFadeOutTimer( dt : float, id : int )
{
OnTeleportPlayerToPlayableArea( false );
}
public function OnOpenMapToLetPlayerGoBackToPlayableArea()
{
var initData : W3MapInitData;
initData = new W3MapInitData in this;
initData.SetTriggeredExitEntity( true );
initData.ignoreSaveSystem = true;
initData.setDefaultState('FastTravel');
theGame.RequestMenuWithBackground( 'MapMenu', 'CommonMenu', initData );
}
public function OnTeleportPlayerToPlayableArea( afterClosingMap : bool )
{
var BLACKSCREEN_INTERVAL : float = 0.1;
var manager : CCommonMapManager = theGame.GetCommonMapManager();
thePlayer.TeleportWithRotation( manager.GetBorderTeleportPosition(), manager.GetBorderTeleportRotation() );
thePlayer.AddTimer( 'BorderTeleportFadeInTimer', BLACKSCREEN_INTERVAL, false );
theGame.FadeOutAsync( 0 );
theGame.SetFadeLock('PlayerTeleportation');
}
timer function BorderTeleportFadeInTimer( dt : float, id : int )
{
theGame.ResetFadeLock('PlayerTeleportation');
theGame.FadeOutAsync( 0 );
theGame.FadeInAsync( 2.0f );
}
public final function SetLastInstantKillTime(g : GameTime)
{
lastInstantKillTime = g;
}
timer function TestTimer(dt : float, id : int )
{
LogChannel('asdf', "asdf");
theGame.FadeOutAsync( 5 );
}
public final function Debug_ReleaseCriticalStateSaveLocks()
{
effectManager.Debug_ReleaseCriticalStateSaveLocks();
}
timer function Debug_SpamSpeed(dt : float, id : int)
{
if(currentlyMountedHorse)
{
LogSpeed("curr player's horse speed: " + NoTrailZeros(currentlyMountedHorse.GetMovingAgentComponent().GetSpeed())) ;
}
else
{
LogSpeed("curr player speed: " + NoTrailZeros(GetMovingAgentComponent().GetSpeed())) ;
}
}
timer function RemoveInstantKillSloMo(dt : float, id : int)
{
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_InstantKill) );
}
timer function RemoveForceFinisher(dt : float, id : int)
{
forceFinisher = false;
}
public final function Debug_ClearAllActionLocks(optional action : EInputActionBlock, optional all : bool)
{
inputHandler.Debug_ClearAllActionLocks(action, all);
}
function OnFocusedCameraBlendBegin() {}
function OnFocusedCameraBlendUpdate( progress : float ) {}
function OnFocusedCameraBlendEnd() {}
public function GetEtherealCount() : int { return etherealCount; }
public function IncrementEtherealCount()
{
etherealCount += 1;
if( etherealCount == 6 )
ResetEtherealCount();
}
public function ResetEtherealCount() { etherealCount = 0; }
public function SetInsideDiveAttackArea( val : bool ) { insideDiveAttackArea = val; }
public function IsInsideDiveAttackArea() : bool { return insideDiveAttackArea; }
public function SetDiveAreaNumber( val : int ) { diveAreaNumber = val; }
public function GetDiveAreaNumber() : int { return diveAreaNumber; }
public function InitPhantomWeaponMgr()
{
if( !phantomWeaponMgr )
{
phantomWeaponMgr = new CPhantomWeaponManager in this;
phantomWeaponMgr.Init( this.GetInventory() );
}
}
public function DestroyPhantomWeaponMgr()
{
if( phantomWeaponMgr )
{
delete phantomWeaponMgr;
}
}
public function GetPhantomWeaponMgr() : CPhantomWeaponManager
{
if( phantomWeaponMgr )
{
return phantomWeaponMgr;
}
else
{
return NULL;
}
}
public timer function DischargeWeaponAfter( td : float, id : int )
{
GetPhantomWeaponMgr().DischargeWeapon();
}
private var forcedFinisherVictim : CActor;
timer function PerformFinisher( time : float , id : int )
{
var combatTarget : CActor;
var i : int;
combatTarget = thePlayer.GetTarget();
if( combatTarget )
{
combatTarget.Kill( 'AutoFinisher', false, thePlayer );
thePlayer.SetFinisherVictim( combatTarget );
forcedFinisherVictim = combatTarget;
thePlayer.CleanCombatActionBuffer();
thePlayer.OnBlockAllCombatTickets( true );
moveTargets = thePlayer.GetMoveTargets();
for( i = 0; i < moveTargets.Size(); i += 1 )
{
if( combatTarget != moveTargets[i] )
moveTargets[i].SignalGameplayEvent( 'InterruptChargeAttack' );
}
if( theGame.GetInGameConfigWrapper().GetVarValue( 'Gameplay', 'AutomaticFinishersEnabled' ) == "true" )
combatTarget.AddAbility( 'ForceFinisher', false );
if( combatTarget.HasTag( 'ForceFinisher' ) )
combatTarget.AddAbility( 'ForceFinisher', false );
combatTarget.SignalGameplayEvent( 'ForceFinisher' );
thePlayer.FindMoveTarget();
thePlayer.AddTimer( 'SignalFinisher', 0.2, false );
}
}
timer function SignalFinisher( time : float , id : int )
{
forcedFinisherVictim.SignalGameplayEvent( 'Finisher' );
forcedFinisherVictim = NULL;
}
}
exec function ttt()
{
thePlayer.AddTimer( 'TestTimer', 5, false );
}