Fixed weapon not being able to be re-equipped & created new bool

we love dirty flags!
This commit is contained in:
MH261677 2024-02-06 13:56:40 +00:00
parent 8236ce7bcc
commit 089b680fe4
3 changed files with 18 additions and 2 deletions

View File

@ -9,6 +9,8 @@
<component name="ChangeListManager">
<list default="true" id="dfa3053d-1d51-4dad-9270-4c17e086f627" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />

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@ -51,7 +51,7 @@ void AEndlessVendettaCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
bIsCurrentlyHoldingWeapon = false;
UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
if (IsValid(GI->MainSaveGameInstanceRef))
{
@ -369,6 +369,8 @@ void AEndlessVendettaCharacter::EquipPrimary()
PrimaryWeapon = nullptr;
bHasRifle = false;
GLog->Log("Primary Weapon Put Away");
bIsCurrentlyHoldingWeapon = false;
//this is for philips stat viewer thingy
Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri");
return;
}
@ -378,6 +380,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
//this code handles when you FIRST dont have any primary weapon
if (!IsValid(PrimaryWeapon))
{
bHasRifle = true;
@ -387,6 +390,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false);
bIsCurrentlyHoldingWeapon = true;
bIsPrimaryWeaponCreated = true;
}
}
@ -394,6 +398,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false);
GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
bIsCurrentlyHoldingWeapon = true;
}
void AEndlessVendettaCharacter::EquipSecondary()
@ -413,7 +418,9 @@ void AEndlessVendettaCharacter::EquipSecondary()
SecondaryWeapon->SetActorEnableCollision(false);
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
//the nullptr makes it so we can unequip and requip the same weapon
SecondaryWeapon = nullptr;
bIsCurrentlyHoldingWeapon = false;
bHasRifle = false;
GLog->Log("Secondary Weapon Put Away");
return;
@ -433,14 +440,15 @@ void AEndlessVendettaCharacter::EquipSecondary()
SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
SecondaryWeapon->SetActorHiddenInGame(false);
bIsCurrentlyHoldingWeapon = true;
bIsSecondaryWeaponCreated = true;
}
//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
GLog->Log("Secondary Weapon Equipped");
}
SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint"));
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
SecondaryWeapon->SetActorHiddenInGame(false);
bIsCurrentlyHoldingWeapon = true;
GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
}
@ -465,6 +473,10 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
Outhit->Destroy();
EquipPrimary();
if (bIsCurrentlyHoldingWeapon)
{
//do stuff here
}
}
if (Outhit->ActorHasTag("SecondaryWeapon"))
{

View File

@ -268,6 +268,8 @@ public:
UFUNCTION(Exec)
void UpdateInventorySize(int Cols, int Rows);
bool bIsCurrentlyHoldingWeapon;
// Space Ship
private:
UPROPERTY(EditDefaultsOnly, Category = "Space Ship")