Bugfix Side Bounties Stayed in Pause Menu after Completion
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@ -8,9 +8,7 @@
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</component>
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</component>
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<component name="ChangeListManager">
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<component name="ChangeListManager">
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<list default="true" id="dfa3053d-1d51-4dad-9270-4c17e086f627" name="Changes" comment="">
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<list default="true" id="dfa3053d-1d51-4dad-9270-4c17e086f627" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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</list>
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -142,7 +140,7 @@
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<workItem from="1708180486567" duration="2641000" />
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<workItem from="1708180486567" duration="2641000" />
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<workItem from="1708269543495" duration="2914000" />
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<workItem from="1708269543495" duration="2914000" />
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<workItem from="1708434176965" duration="6053000" />
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<workItem from="1708434176965" duration="6053000" />
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<workItem from="1708607826264" duration="2343000" />
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<workItem from="1708607826264" duration="3320000" />
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</task>
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</task>
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<servers />
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<servers />
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</component>
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</component>
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@ -53,12 +53,15 @@ void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
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void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
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{
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{
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for (auto SBStruct : SideBountyStructs)
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for (int i = 0; i < SideBountyStructs.Num(); i++)
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{
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{
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if (SBStruct.SideBountyUID != CompletedSideBountiesUID) continue;
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if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue;
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EarnMoney(SBStruct.MoneyEarnedForCompletion);
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EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion);
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EarnFavours(SBStruct.FavoursEarnedForCompletion);
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EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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SideBountyStructs.RemoveAt(i);
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UpdateBountyTabInfo();
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}
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}
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}
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}
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