call this only via Actor()->SetWeaponHideState()
| 1115 | |
| 1116 | // call this only via Actor()->SetWeaponHideState() |
| 1117 | void CInventory::SetSlotsBlocked(u16 mask, bool bBlock, bool now) |
| 1118 | { |
| 1119 | bool bChanged = false; |
| 1120 | for (int i = 0; i < SLOTS_TOTAL; ++i) |
| 1121 | { |
| 1122 | if (mask & (1 << i)) |
| 1123 | { |
| 1124 | bool bCanBeActivated = m_slots[i].CanBeActivated(); |
| 1125 | if (bBlock) |
| 1126 | { |
| 1127 | ++m_slots[i].m_blockCounter; |
| 1128 | VERIFY2(m_slots[i].m_blockCounter < 5, "block slots overflow"); |
| 1129 | } |
| 1130 | else |
| 1131 | { |
| 1132 | --m_slots[i].m_blockCounter; |
| 1133 | VERIFY2(m_slots[i].m_blockCounter > -5, "block slots underflow"); |
| 1134 | } |
| 1135 | if (bCanBeActivated != m_slots[i].CanBeActivated()) |
| 1136 | bChanged = true; |
| 1137 | } |
| 1138 | } |
| 1139 | if (bChanged) |
| 1140 | { |
| 1141 | u32 ActiveSlot = GetActiveSlot(); |
| 1142 | u32 PrevActiveSlot = GetPrevActiveSlot(); |
| 1143 | |
| 1144 | if (PrevActiveSlot == NO_ACTIVE_SLOT) |
| 1145 | { |
| 1146 | if (GetNextActiveSlot() != NO_ACTIVE_SLOT && m_slots[GetNextActiveSlot()].m_pIItem && m_slots[GetNextActiveSlot()].m_pIItem->cast_hud_item() && |
| 1147 | m_slots[GetNextActiveSlot()].m_pIItem->cast_hud_item()->IsShowing()) |
| 1148 | { |
| 1149 | ActiveSlot = GetNextActiveSlot(); |
| 1150 | SetActiveSlot(GetNextActiveSlot()); |
| 1151 | m_slots[ActiveSlot].m_pIItem->Activate(true); |
| 1152 | } |
| 1153 | } |
| 1154 | else if (m_slots[PrevActiveSlot].m_pIItem && m_slots[PrevActiveSlot].m_pIItem->cast_hud_item() && m_slots[PrevActiveSlot].m_pIItem->cast_hud_item()->IsHiding()) |
| 1155 | { |
| 1156 | m_slots[PrevActiveSlot].m_pIItem->Deactivate(true); |
| 1157 | ActiveSlot = NO_ACTIVE_SLOT; |
| 1158 | SetActiveSlot(NO_ACTIVE_SLOT); |
| 1159 | } |
| 1160 | |
| 1161 | if (ActiveSlot == NO_ACTIVE_SLOT) |
| 1162 | { // try to restore hidden weapon |
| 1163 | if (PrevActiveSlot != NO_ACTIVE_SLOT && m_slots[PrevActiveSlot].CanBeActivated()) |
| 1164 | if (Activate(PrevActiveSlot, eGeneral, false, now)) |
| 1165 | SetPrevActiveSlot(NO_ACTIVE_SLOT); |
| 1166 | } |
| 1167 | else |
| 1168 | { // try to hide active weapon |
| 1169 | if (!m_slots[ActiveSlot].CanBeActivated()) |
| 1170 | if (Activate(NO_ACTIVE_SLOT, eGeneral, false, now)) |
| 1171 | SetPrevActiveSlot(ActiveSlot); |
| 1172 | } |
| 1173 | } |
| 1174 | } |
no test coverage detected