Bugfix Able to Equip Rifle Before Pickup

This commit is contained in:
Philip W 2023-11-27 01:10:36 +00:00
parent 7aecf2a69c
commit 05679cc334
4 changed files with 18 additions and 17 deletions

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@ -306,17 +306,18 @@ void AEndlessVendettaCharacter::EquipPrimary()
if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
bHasRifle = true; bHasRifle = true;
if(!bIsPrimaryWeaponCreated) // if(!bIsPrimaryWeaponCreated)
{ // {
//Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass // //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass
//Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object // //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object
//We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor // //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor
PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams); // PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); // PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor); // PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false); // PrimaryWeapon->SetActorHiddenInGame(false);
bIsPrimaryWeaponCreated = true; // bIsPrimaryWeaponCreated = true;
} // }
if (!IsValid(PrimaryWeaponActor)) return;
PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor); PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false); PrimaryWeapon->SetActorHiddenInGame(false);