Updated Party NPCs to React to Player Equipping their Gun

This commit is contained in:
Rafal Swierczek 2024-04-11 20:08:03 +01:00
parent 11a4767a29
commit b64e55a7db
6 changed files with 17 additions and 7 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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size 100050
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size 99619

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@ -0,0 +1,2 @@
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@ -413,6 +413,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
}
GadgetManager->EquipCombat();
EquippedWeapon.Broadcast();
}
@ -486,6 +487,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
bHasRifle = true;
SetOverlayState(EOverlayState::AssaultRifle);
TempEquippedPrimary();
EquippedWeapon.Broadcast();
}
}
@ -544,6 +546,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
bIsCurrentlyHoldingWeapon = true;
SetOverlayState(EOverlayState::Pistol);
GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
EquippedWeapon.Broadcast();
}
}

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@ -31,6 +31,8 @@ enum class EOverlayState : uint8
Sniper UMETA(DisplayName = "Sniper")
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEquippedWeapon);
UCLASS(config=Game)
class AEndlessVendettaCharacter : public ACharacter
{
@ -52,6 +54,9 @@ protected:
UFUNCTION(BlueprintImplementableEvent)
void ShowInteractPropmpt();
UPROPERTY(BlueprintAssignable)
FEquippedWeapon EquippedWeapon;
private:
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
@ -101,7 +106,7 @@ private:
UInputAction* SprintAction;
UPROPERTY(EditAnywhere, Category = "Sensitivity")
float MouseSens = 1;
float MouseSens = 0.3;
public:
AEndlessVendettaCharacter();