Fixed weapons messing up when interacting while reloading
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				| @ -251,6 +251,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::Interact() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called")); | ||||
| 	if (InPauseMenu) return; | ||||
| 	if (bIsInDialogue) | ||||
| @ -336,6 +337,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::ToggleRecon() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	if (!GadgetManager->IsValidReconGadget()) return; | ||||
| 
 | ||||
| @ -359,6 +361,7 @@ void AEndlessVendettaCharacter::ToggleRecon() | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::ToggleCombat() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	if (!GadgetManager->IsValidCombatGadget()) return; | ||||
| 
 | ||||
| @ -384,6 +387,7 @@ void AEndlessVendettaCharacter::ToggleCombat() | ||||
| //When 1 is pressed it calls EquipPrimary
 | ||||
| void AEndlessVendettaCharacter::EquipPrimary() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	if (!IsValid(PrimaryWeaponClass)) return; | ||||
| 	FActorSpawnParameters spawnParams; | ||||
| @ -444,6 +448,7 @@ void AEndlessVendettaCharacter::EquipPrimary() | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::EquipSecondary() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (!IsValid(SecondaryWeaponClass)) return; | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	FActorSpawnParameters spawnParams; | ||||
| @ -498,6 +503,7 @@ void AEndlessVendettaCharacter::EquipSecondary() | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); | ||||
| 	FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false); | ||||
| 	FActorSpawnParameters spawnParams; | ||||
| @ -571,6 +577,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) | ||||
| //Calls the fire function in the baseWeaponClass
 | ||||
| void AEndlessVendettaCharacter::FireCaller() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (InPauseMenu) return; | ||||
| 	if (IsValid(PrimaryWeapon) && !bIsReloading) | ||||
| 	{ | ||||
| @ -596,6 +603,7 @@ void AEndlessVendettaCharacter::StopFire() | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::GunRightClick() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (InPauseMenu) return; | ||||
| 	if (IsValid(PrimaryWeapon) && !bIsScoped) | ||||
| 	{ | ||||
| @ -615,6 +623,7 @@ void AEndlessVendettaCharacter::GunRightClick() | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::StopGunRightClick() | ||||
| { | ||||
| 	if (bIsReloading) return; | ||||
| 	if (IsValid(PrimaryWeapon)) | ||||
| 	{ | ||||
| 		bIsScoped = false; | ||||
|  | ||||
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