Fixed Primary Weapon not replacing when picking up new primary bug
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@ -9,6 +9,7 @@
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@ -1,5 +1,5 @@
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@ -364,6 +364,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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PrimaryWeapon->AttachToComponent(Mesh1P, AttachmentRules, FName("UnEquipGunSocket"));
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PrimaryWeapon->AttachToComponent(Mesh1P, AttachmentRules, FName("UnEquipGunSocket"));
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PrimaryWeapon->SetActorHiddenInGame(true);
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PrimaryWeapon->SetActorHiddenInGame(true);
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PrimaryWeapon->SetActorEnableCollision(false);
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PrimaryWeapon->SetActorEnableCollision(false);
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Weapon Removing because validated"));
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), PrimaryWeapon->IsHidden());
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UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), PrimaryWeapon->IsHidden());
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PrimaryWeapon = nullptr;
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PrimaryWeapon = nullptr;
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@ -387,6 +388,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (!bIsPrimaryWeaponCreated)
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if (!bIsPrimaryWeaponCreated)
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{
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{
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Spawning weapon"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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@ -394,11 +396,14 @@ void AEndlessVendettaCharacter::EquipPrimary()
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bIsPrimaryWeaponCreated = true;
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bIsPrimaryWeaponCreated = true;
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}
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}
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}
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}
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//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
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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bIsCurrentlyHoldingWeapon = true;
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bIsCurrentlyHoldingWeapon = true;
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bHasRifle = true;
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}
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}
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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@ -454,14 +459,23 @@ void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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{
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{
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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if (Outhit->ActorHasTag("PrimaryWeapon"))
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if (Outhit->ActorHasTag("PrimaryWeapon"))
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{
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{
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PrimaryWeaponClass = Outhit->GetClass();
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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if(bIsCurrentlyHoldingWeapon)
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{
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GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Blue, TEXT("Player is currently holding weapon"));
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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}
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EquipPrimary();
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EquipPrimary();
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}
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}
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bIsWeaponPickedUp = true;
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bIsWeaponPickedUp = true;
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PrimaryWeaponClass = Outhit->GetClass();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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{
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