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

View File

@ -88,16 +88,22 @@ void ATurnBaseCombatV2::CombatCheck(bool bWasShot)
AzosResource = 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 = "";
UpdateComboString(CurrentComboString);
RevertActionPoints();
UpdateActionPoints();
UpdateResourceBars();
UpdateProgressBars();
ClearBattleLog();
EnableButtons();
FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr<float>(EnemyActor);
if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot)
{
//bEnemyHasExtraTurn = true;