Added Sniper Weapon and started creating Base Functionality
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version https://git-lfs.github.com/spec/v1
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oid sha256:4d4a7e220c05cd641cf8f6465c767efb4bf895ca9ac7d473530dff9daeecac55
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size 124137
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@ -10,6 +10,7 @@
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#include "AI/EnemyCharacter.h"
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#include "AI/EnemyCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/MovementComponent.h"
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -71,7 +72,17 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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WeaponPickUpSystem();
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WeaponPickUpSystem();
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MoveGroundSpeed = Cast<UMovementComponent>(GetComponentByClass(UMovementComponent::StaticClass()))->Velocity.Size();
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if (MoveGroundSpeed > 0)
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{
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bIsPlayerMoving = true;
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}
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else if (MoveGroundSpeed <= 0)
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{
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bIsPlayerMoving = false;
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}
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}
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}
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void AEndlessVendettaCharacter::WeaponPickUpSystem()
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void AEndlessVendettaCharacter::WeaponPickUpSystem()
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@ -93,6 +93,10 @@ public:
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int Money = 2000;
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int Money = 2000;
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bool bIsReloading = false;
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bool bIsReloading = false;
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bool bIsPlayerMoving = false;
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double MoveGroundSpeed;
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/** Look Input Action */
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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class UInputAction* LookAction;
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@ -25,7 +25,7 @@ protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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void ApplyRecoil(float DeltaTime);
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virtual void ApplyRecoil(float DeltaTime);
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void GenerateRecoilVector();
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void GenerateRecoilVector();
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@ -159,7 +159,7 @@ public:
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//UFUNCTION(BlueprintCallable, Category = "Weapons")
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//UFUNCTION(BlueprintCallable, Category = "Weapons")
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//void RecoilVerticalLimit(FHitResult Outhit);
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//void RecoilVerticalLimit(FHitResult Outhit);
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UPROPERTY(EditAnywhere)
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UPROPERTY(VisibleAnywhere)
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int bulletCountShoot; //Gets how many bullets shot per
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int bulletCountShoot; //Gets how many bullets shot per
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void Interact() override;
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void Interact() override;
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@ -0,0 +1,38 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SniperClass.h"
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#include "EndlessVendettaCharacter.h"
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// Sets default values
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ASniperClass::ASniperClass()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ASniperClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ASniperClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ASniperClass::Fire()
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{
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}
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void ASniperClass::ApplyRecoil(float DeltaTime)
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{
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if (endlessVendettaChar->bIsPlayerMoving)
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{
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UE_LOG(LogTemp, Display, TEXT("playerMovingIsTrue"));
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}
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}
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@ -0,0 +1,36 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseWeaponClass.h"
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#include "EndlessVendettaCharacter.h"
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#include "SniperClass.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API ASniperClass : public ABaseWeaponClass
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ASniperClass();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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protected:
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virtual void Fire() override;
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virtual void ApplyRecoil(float DeltaTime) override;
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};
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