diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
index c48fb8ef..addf0a8a 100644
--- a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
+++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
@@ -9,6 +9,7 @@
+
@@ -47,9 +48,9 @@
},
"keyToStringList": {
"rider.external.source.directories": [
- "C:\\Users\\Rafal\\AppData\\Roaming\\JetBrains\\Rider2023.3\\resharper-host\\DecompilerCache",
- "C:\\Users\\Rafal\\AppData\\Roaming\\JetBrains\\Rider2023.3\\resharper-host\\SourcesCache",
- "C:\\Users\\Rafal\\AppData\\Local\\Symbols\\src"
+ "C:\\Users\\mhara\\AppData\\Roaming\\JetBrains\\Rider2023.3\\resharper-host\\DecompilerCache",
+ "C:\\Users\\mhara\\AppData\\Roaming\\JetBrains\\Rider2023.3\\resharper-host\\SourcesCache",
+ "C:\\Users\\mhara\\AppData\\Local\\Symbols\\src"
]
}
}]]>
@@ -128,6 +129,7 @@
+
diff --git a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user b/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
index 3e7d92d6..88d9a609 100644
--- a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
+++ b/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
@@ -1,5 +1,5 @@
- C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr
+
<SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from Solution" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
<Solution />
</SessionState>
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
index 7073da0c..509df1eb 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
@@ -364,6 +364,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
PrimaryWeapon->AttachToComponent(Mesh1P, AttachmentRules, FName("UnEquipGunSocket"));
PrimaryWeapon->SetActorHiddenInGame(true);
PrimaryWeapon->SetActorEnableCollision(false);
+ GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Weapon Removing because validated"));
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), PrimaryWeapon->IsHidden());
PrimaryWeapon = nullptr;
@@ -387,6 +388,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
if (!bIsPrimaryWeaponCreated)
{
PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams);
+ GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Spawning weapon"));
PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
PrimaryWeapon = Cast(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false);
@@ -394,11 +396,14 @@ void AEndlessVendettaCharacter::EquipPrimary()
bIsPrimaryWeaponCreated = true;
}
}
+ //For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
+ GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
PrimaryWeapon = Cast(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false);
GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
bIsCurrentlyHoldingWeapon = true;
+ bHasRifle = true;
}
void AEndlessVendettaCharacter::EquipSecondary()
@@ -454,14 +459,23 @@ void AEndlessVendettaCharacter::EquipSecondary()
void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
{
+ FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
+ FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
+ FActorSpawnParameters spawnParams;
+ spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
if (Outhit->ActorHasTag("PrimaryWeapon"))
{
+ PrimaryWeaponClass = Outhit->GetClass();
if (IsValid(PrimaryWeapon))
{
+ if(bIsCurrentlyHoldingWeapon)
+ {
+ GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Blue, TEXT("Player is currently holding weapon"));
+ PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams);
+ }
EquipPrimary();
}
bIsWeaponPickedUp = true;
- PrimaryWeaponClass = Outhit->GetClass();
UEVGameInstance* GI = Cast(GetGameInstance());
if (IsValid(GI->MainSaveGameInstanceRef))
{