Bugfix Shots Landing Not Dealing Damage

This commit is contained in:
Philip W 2024-03-13 22:36:37 +00:00
parent 7b26664218
commit eab0b2b18b

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@ -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();