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CRYENGINE Show VehicleSeatActionWeaponsBone.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. #ifndef __VEHICLESEATACTIONWEAPONSBONE_H
  4. #define __VEHICLESEATACTIONWEAPONSBONE_H
  5.  
  6. #include "VehicleSeatActionWeapons.h"
  7. #include <CryAnimation/ICryAnimation.h>
  8.  
  9. struct ISkeletonPose;
  10.  
  11. class CVehicleSeatActionWeaponsBone : public CVehicleSeatActionWeapons
  12. {
  13. public:
  14.         CVehicleSeatActionWeaponsBone();
  15.         virtual ~CVehicleSeatActionWeaponsBone();
  16.  
  17.         // IVehicleSeatAction
  18.         virtual bool Init(IVehicle* pVehicle, IVehicleSeat* pSeat, const CVehicleParams& table);
  19.         // ~IVehicleSeatAction
  20.  
  21.         // IWeaponFiringLocator
  22.         virtual bool GetProbableHit(EntityId weaponId, const IFireMode* pFireMode, Vec3& hit);
  23.         virtual bool GetFiringPos(EntityId weaponId, const IFireMode* pFireMode, Vec3& pos);
  24.         virtual bool GetFiringDir(EntityId weaponId, const IFireMode* pFireMode, Vec3& dir, const Vec3& probableHit, const Vec3& firingPos);
  25.         // ~IWeaponFiringLocator
  26.  
  27.         virtual void Serialize(TSerialize ser, EEntityAspects aspects);
  28.         virtual void UpdateWeaponTM(SVehicleWeapon& weapon);
  29.  
  30.         virtual void OnVehicleEvent(EVehicleEvent event, const SVehicleEventParams& params);
  31.  
  32. protected:
  33.  
  34.         bool CalcFiringPosDir(Vec3& rPos, Vec3* pDir = NULL, const IFireMode* pFireMode = NULL) const;
  35.  
  36.         Quat                       m_currentMovementRotation;
  37.         ISkeletonPose*             m_pSkeletonPose;
  38.         int                        m_positionBoneId;
  39.         IAnimationOperatorQueuePtr m_poseModifier;
  40.         float                      m_forwardOffset;
  41. };
  42.  
  43. #endif
  44.  
downloadVehicleSeatActionWeaponsBone.h Source code - Download CRYENGINE Source code
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