Bugfix ALS Sprint not Triggering
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Data/DataTables/MovementModelTable.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Data/DataTables/MovementModelTable.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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@ -97,8 +97,8 @@ void AEndlessVendettaCharacter::BeginPlay()
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}
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InventoryComponent = Cast<UInventoryComponent>(GetComponentByClass(UInventoryComponent::StaticClass()));
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WalkSpeed = CharacterMovement->MaxWalkSpeed;
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OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
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//WalkSpeed = CharacterMovement->MaxWalkSpeed;
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//OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
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CurrentStamina = MaxStamina;
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CurrentHealth = DefaultHealth;
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}
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@ -134,7 +134,7 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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{
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bIsPlayerSprinting = false;
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CurrentStamina = 0.0f;
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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//CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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}
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}
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}
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@ -202,8 +202,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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//Moving
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// EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
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// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
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//Looking
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// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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@ -223,7 +223,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick);
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//Weapon Reloading
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EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunReload);
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EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::GunReload);
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//Crouching
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::SetCrouch);
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@ -635,6 +635,7 @@ void AEndlessVendettaCharacter::StopGunRightClick()
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void AEndlessVendettaCharacter::GunReload()
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{
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon))
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{
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@ -681,7 +682,7 @@ void AEndlessVendettaCharacter::Sprint()
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{
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if (MoveGroundSpeed > 0)
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{
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CharacterMovement->MaxWalkSpeed = SprintSpeed;
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//CharacterMovement->MaxWalkSpeed = SprintSpeed;
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}
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}
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}
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@ -692,7 +693,7 @@ void AEndlessVendettaCharacter::StopSprint()
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if (!bIsPlayerSprinting)
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{
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UE_LOG(LogTemp, Display, TEXT("Player stopped sprinting"));
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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//CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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}
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}
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