Bugfix Combat Values Not Being Reset on Combat End

This commit is contained in:
Philip W 2023-04-27 07:22:40 +01:00
parent 4f8f2b37d1
commit 69bd004895

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@ -87,17 +87,23 @@ void ATurnBaseCombatV2::CombatCheck(bool bWasShot)
EisResource = 10; EisResource = 10;
AzosResource = 10; AzosResource = 10;
IroquoidResource = 10; IroquoidResource = 10;
ChainDamageMultiplier = 1.0f;
BaseDamageMultiplier = 1.0f;
DamageMultiplierTextBlock->SetText(FText::FromString(""));
FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr<float>(EnemyActor);
CurrentComboString = ""; CurrentComboString = "";
UpdateComboString(CurrentComboString); UpdateComboString(CurrentComboString);
RevertActionPoints(); RevertActionPoints();
UpdateActionPoints(); UpdateActionPoints();
UpdateResourceBars(); UpdateResourceBars();
UpdateProgressBars();
ClearBattleLog(); ClearBattleLog();
EnableButtons(); EnableButtons();
FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr<float>(EnemyActor);
if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot) if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot)
{ {
//bEnemyHasExtraTurn = true; //bEnemyHasExtraTurn = true;