Merge branch 'WeaponSystem' into BackupBuild
# Conflicts: # EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset # EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
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</component>
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</project>
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:30855616c4941635f2b4e9f78ebe1f4d7b43f219e4ae180257f666326433e4c6
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oid sha256:dd6b7d124efa1086acb80f4b16e1d8a0db25e05e081f914d61cfce0bbb4191e9
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size 42742
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size 42329
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:652402df45503ab3169e329879f397101d9b5bf17551404301cca7b5b292eb68
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size 62076
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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@ -24,6 +24,9 @@ void ABaseWeaponClass::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(this);
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// Attempt to find the player character
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// Attempt to find the player character
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
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playerInWorld = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
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playerInWorld = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
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@ -60,6 +63,13 @@ void ABaseWeaponClass::Tick(float DeltaTime)
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{
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{
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ApplyRecoil(DeltaTime);
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ApplyRecoil(DeltaTime);
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}
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}
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UE_LOG(LogTemp, Display, TEXT("currnt pitch: %f"), currentPitch);
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if (currentPitch < 0 && bStopShooting)
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{
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float increment = currentPitch * DeltaTime * 8;
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currentPitch -= increment;
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playerInWorld->AddControllerPitchInput(-increment);
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}
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}
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}
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@ -73,6 +83,10 @@ void ABaseWeaponClass::GenerateRecoilVector()
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recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle));
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recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle));
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recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle));
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recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle));
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if (bulletCountShoot >= howMnyShotsTillRclStop)
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{
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recoilResultPitch = 0;
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}
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//scaling direction to magnitude
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//scaling direction to magnitude
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recoilResultPitch *= -tempMag;
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recoilResultPitch *= -tempMag;
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recoilResultYaw *= tempMag;
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recoilResultYaw *= tempMag;
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@ -87,11 +101,13 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime)
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{
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{
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float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
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float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
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recoilTime += DeltaTime;
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recoilTime += DeltaTime;
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if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
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if (bulletCountShoot <= 3)
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traceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime)));
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{
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//UE_LOG(LogTemp, Warning, TEXT("Controller pitch: Pitch: %f Yaw: %f, Roll: %f"), playerInWorld->GetControlRotation().Pitch, playerInWorld->GetControlRotation().Yaw, playerInWorld->GetControlRotation().Roll);
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playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
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currentPitch += GetRecoilPitch(amplitude,recoilTime);
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}
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GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0));
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playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
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playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
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//UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime);
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UpdateSamples(amplitude, recoilTime);
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UpdateSamples(amplitude, recoilTime);
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}
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}
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}
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}
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@ -139,8 +155,13 @@ void ABaseWeaponClass::ClickDetectionTimer()
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void ABaseWeaponClass::CancelFire()
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void ABaseWeaponClass::CancelFire()
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{
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{
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GetWorldTimerManager().ClearTimer(timerHandle);
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GetWorldTimerManager().ClearTimer(timerHandle);
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if (bulletCountShoot <= 0) return;
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UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
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UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
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bulletCountShoot = 0;
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bulletCountShoot = 0;
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GunStartArrow->SetRelativeRotation(FRotator(0));
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//playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll));
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bStopShooting = true;
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nullSamples();
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}
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}
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void ABaseWeaponClass::Fire()
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void ABaseWeaponClass::Fire()
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//do damage fallof based off distance
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//do damage fallof based off distance
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traceStart = GunStartArrow->GetComponentLocation();
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traceStart = GunStartArrow->GetComponentLocation();
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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FCollisionQueryParams collisionParams;
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(this);
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/*RecoilVerticalLimit(outHit);*/
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if (GetWorldTimerManager().IsTimerActive(timerHandle))
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{
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return;
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}
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 1.5f);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 0.2f, 0U, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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currentAmmoCount -= 1;
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currentAmmoCount -= 1;
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UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount);
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GenerateRecoilVector();
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GenerateRecoilVector();
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ClickDetectionTimer();
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ClickDetectionTimer();
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bulletCountShoot += 1;
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bulletCountShoot += 1;
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bStopShooting = false;
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if (outHit.bBlockingHit)
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if (outHit.bBlockingHit)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Ammo Count: %s"), *outHit.GetActor()->GetName());
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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}
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}
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@ -185,10 +197,10 @@ void ABaseWeaponClass::WeaponScopedFire()
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{
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{
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if (endlessVendettaChar->bIsScoped)
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if (endlessVendettaChar->bIsScoped)
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{
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{
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recoilMagnitude -= 0.2f;
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recoilMagnitude = scopedRecoilMag;
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recoilMaxAngleLeft /= 2.f;
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recoilMaxAngleLeft = scopedMaxAngleLeft;
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recoilMaxAngleRight /= 2.f;
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recoilMaxAngleRight = scopedMaxAngleRight;
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recoilMinMultiplier -= 0.2f;
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recoilMinMultiplier = scopedMinMultiplier;
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}
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}
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else
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else
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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 GenerateRecoilVector();
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void ApplyRecoil(float DeltaTime);
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void ApplyRecoil(float DeltaTime);
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void GenerateRecoilVector();
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void nullSamples();
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void nullSamples();
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//recoil previous curve
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//recoil previous curve
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@ -54,12 +54,31 @@ public:
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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float FireRate;
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float FireRate;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int MagazineSize;
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int MagazineSize;
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//how many bullets until the recoil stops going up
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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int howMnyShotsTillRclStop;
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UPROPERTY(BlueprintReadWrite)
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int currentAmmoCount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UTexture2D* WeaponImage;
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UTexture2D* WeaponImage;
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UPROPERTY(EditAnywhere, Category = "ScopedFire")
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float scopedRecoilMag;
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UPROPERTY(EditAnywhere, Category = "ScopedFire")
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float scopedMaxAngleLeft;
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UPROPERTY(EditAnywhere, Category = "ScopedFire")
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float scopedMaxAngleRight;
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UPROPERTY(EditAnywhere, Category = "ScopedFire")
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float scopedMinMultiplier;
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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virtual void Fire();
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virtual void Fire();
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@ -116,6 +135,8 @@ public:
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FHitResult outHit;
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FHitResult outHit;
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FVector traceStart;
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FVector traceStart;
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FVector traceEnd;
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FVector traceEnd;
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FVector newTraceEnd;
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FCollisionQueryParams collisionParams;
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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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@ -135,6 +156,6 @@ private:
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float originalMaxAngleRight;
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float originalMaxAngleRight;
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float originalMinMultiplier;
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float originalMinMultiplier;
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int currentAmmoCount;
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float currentPitch;
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bool bStopShooting = false;
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};
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};
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