Bugfix Shots Landing Not Dealing Damage
This commit is contained in:
parent
7b26664218
commit
eab0b2b18b
@ -176,8 +176,8 @@ void ABaseWeaponClass::Fire()
|
|||||||
if (currentAmmoCount > 0)
|
if (currentAmmoCount > 0)
|
||||||
{
|
{
|
||||||
//do damage fallof based off distance
|
//do damage fallof based off distance
|
||||||
traceStart = GunStartArrow->GetComponentLocation();
|
traceStart = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle");
|
||||||
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
|
traceEnd = traceStart + Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent()->GetForwardVector() * BulletDistance;
|
||||||
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
|
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
|
||||||
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
||||||
WeaponFired.Broadcast();
|
WeaponFired.Broadcast();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user