Added Sprint Basic Function and Binds To Shift Key
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:467d285447b71f9b4417bde598153ef906f87de4d2244f0b3cbaac1b712d693b
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size 1360
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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@ -134,6 +134,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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//Moving
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Sprint);
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//Looking
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//Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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@ -430,6 +431,17 @@ void AEndlessVendettaCharacter::StopFire()
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}
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}
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}
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}
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void AEndlessVendettaCharacter::Sprint()
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{
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MoveGroundSpeed *= 2;
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// bIsPlayerSprinting = true;
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// if (bIsPlayerSprinting)
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// {
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// MoveGroundSpeed *= 2;
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// bIsPlayerSprinting = false;
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// }
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}
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void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::GunRightClick()
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{
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{
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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@ -73,6 +73,9 @@ class AEndlessVendettaCharacter : public ACharacter
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* InteractAction;
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UInputAction* InteractAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* SprintAction;
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public:
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public:
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AEndlessVendettaCharacter();
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AEndlessVendettaCharacter();
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@ -114,6 +117,8 @@ public:
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bool bIsPlayerMoving = false;
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bool bIsPlayerMoving = false;
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bool bIsPlayerSprinting = false;
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double MoveGroundSpeed;
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double MoveGroundSpeed;
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/** Look Input Action */
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/** Look Input Action */
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@ -156,6 +161,8 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void StopFire();
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void StopFire();
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void Sprint();
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UArrowComponent* ScopedLocationArrow;
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UArrowComponent* ScopedLocationArrow;
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UPROPERTY(EditAnywhere, Category = "Dont Touch")
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UPROPERTY(EditAnywhere, Category = "Dont Touch")
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