Update Character for Animation System Integration
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimMan_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimMan_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/OverlayStateButtonParams.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/OverlayStateSwitcher.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Data/Enums/ALS_OverlayState.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Combat_start__808s_.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Drums.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Guitar.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Hats_and_clap.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/Sound_effect.uasset
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EndlessVendetta/Content/Audio/Music/Combat_track_1/combat_Continuous.uasset
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EndlessVendetta/Content/FirstPerson/BPGM_Vendetta.uasset
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EndlessVendetta/Content/FirstPerson/BPGM_Vendetta.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ABP_Pistol.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/FP_Idle.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/FP_Rifle_Idle.uasset
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms.uasset
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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EndlessVendetta/Content/Levels/MovementTest.umap
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EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/4/CL/VBF482BJA06GWQ2VE89T4K.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/C/ZX/8GZK30F02QUUO234VY329I.uasset
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@ -30,21 +30,6 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter()
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GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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// Set size for collision capsule
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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// // Create a CameraComponent
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// FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
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// FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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// FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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// FirstPersonCameraComponent->bUsePawnControlRotation = true;
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//
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// // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
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// Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
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// Mesh1P->SetOnlyOwnerSee(true);
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// Mesh1P->SetupAttachment(FirstPersonCameraComponent);
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// Mesh1P->bCastDynamicShadow = false;
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// Mesh1P->CastShadow = false;
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// //Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
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// Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
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}
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}
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void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
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void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
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@ -67,10 +52,23 @@ void AEndlessVendettaCharacter::DecrementRestrictedBoundsCount()
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}
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}
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}
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}
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void AEndlessVendettaCharacter::ReloadAnimationComplete()
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{
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bIsReloading = false;
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}
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void AEndlessVendettaCharacter::SetOverlayState(const EOverlayState OverlayState) const
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{
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SetOverlayStateEvent.Broadcast(OverlayState);
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}
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void AEndlessVendettaCharacter::BeginPlay()
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void AEndlessVendettaCharacter::BeginPlay()
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{
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{
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// Call the base class
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// Call the base class
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Super::BeginPlay();
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Super::BeginPlay();
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FirstPersonArms = Cast<USkeletalMeshComponent>(GetComponentsByTag(USkeletalMeshComponent::StaticClass(), FName("FirstPersonArms"))[0]);
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HeldWeapon = Cast<UChildActorComponent>(GetComponentsByTag(UChildActorComponent::StaticClass(), FName("Weapon"))[0]);
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bIsCurrentlyHoldingWeapon = false;
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bIsCurrentlyHoldingWeapon = false;
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetWorld()->GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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if (IsValid(GI->MainSaveGameInstanceRef))
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@ -388,7 +386,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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{
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{
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("IsPrimaryWeapon valid check running"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("IsPrimaryWeapon valid check running"));
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PrimaryWeapon->DetachFromActor(DetatchRules);
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PrimaryWeapon->DetachFromActor(DetatchRules);
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PrimaryWeapon->AttachToComponent(Mesh1P, AttachmentRules, FName("UnEquipGunSocket"));
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PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket"));
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PrimaryWeapon->SetActorHiddenInGame(true);
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PrimaryWeapon->SetActorHiddenInGame(true);
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PrimaryWeapon->SetActorEnableCollision(false);
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PrimaryWeapon->SetActorEnableCollision(false);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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@ -397,6 +395,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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bHasRifle = false;
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bHasRifle = false;
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GLog->Log("Primary Weapon Put Away");
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GLog->Log("Primary Weapon Put Away");
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bIsCurrentlyHoldingWeapon = false;
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bIsCurrentlyHoldingWeapon = false;
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SetOverlayState(EOverlayState::Default);
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//this is for philips stat viewer thingy
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//this is for philips stat viewer thingy
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri");
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri");
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return;
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return;
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@ -411,27 +410,32 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (!IsValid(PrimaryWeapon))
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if (!IsValid(PrimaryWeapon))
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{
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{
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bHasRifle = true;
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bHasRifle = true;
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if (!bIsPrimaryWeaponCreated)
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if (!bIsPrimaryWeaponCreated)
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{
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{
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Spawning weapon"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Spawning weapon"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorEnableCollision(false);
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bIsCurrentlyHoldingWeapon = true;
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bIsCurrentlyHoldingWeapon = true;
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bIsPrimaryWeaponCreated = true;
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bIsPrimaryWeaponCreated = true;
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SetOverlayState(EOverlayState::AssaultRifle);
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}
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}
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}
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}
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//For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
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//For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
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if (PrimaryWeaponClass != nullptr)
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if (PrimaryWeaponClass != nullptr)
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{
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{
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorEnableCollision(false);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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bIsCurrentlyHoldingWeapon = true;
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bIsCurrentlyHoldingWeapon = true;
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bHasRifle = true;
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bHasRifle = true;
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SetOverlayState(EOverlayState::AssaultRifle);
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}
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}
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}
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}
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@ -445,10 +449,8 @@ void AEndlessVendettaCharacter::EquipSecondary()
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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if (bIsReloading) return;
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if (IsValid(SecondaryWeapon))
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if (IsValid(SecondaryWeapon))
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{
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{
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SecondaryWeapon->AttachToComponent(Mesh1P, AttachmentRules, FName("UnEquipGunSocket"));
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SecondaryWeapon->SetActorHiddenInGame(true);
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SecondaryWeapon->SetActorHiddenInGame(true);
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SecondaryWeapon->SetActorEnableCollision(false);
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SecondaryWeapon->SetActorEnableCollision(false);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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@ -457,6 +459,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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SecondaryWeapon = nullptr;
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SecondaryWeapon = nullptr;
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bIsCurrentlyHoldingWeapon = false;
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bIsCurrentlyHoldingWeapon = false;
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bHasRifle = false;
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bHasRifle = false;
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SetOverlayState(EOverlayState::Default);
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GLog->Log("Secondary Weapon Put Away");
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GLog->Log("Secondary Weapon Put Away");
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return;
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return;
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}
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}
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@ -471,21 +474,22 @@ void AEndlessVendettaCharacter::EquipSecondary()
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bHasRifle = true;
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bHasRifle = true;
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if (!bIsSecondaryWeaponCreated)
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if (!bIsSecondaryWeaponCreated)
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{
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{
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SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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HeldWeapon->SetChildActorClass(SecondaryWeaponClass);
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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SecondaryWeaponActor = HeldWeapon->GetChildActor();
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon->SetActorHiddenInGame(false);
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SecondaryWeapon->SetActorHiddenInGame(false);
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bIsCurrentlyHoldingWeapon = true;
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bIsCurrentlyHoldingWeapon = true;
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bIsSecondaryWeaponCreated = true;
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bIsSecondaryWeaponCreated = true;
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SetOverlayState(EOverlayState::Pistol);
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}
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}
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GLog->Log("Secondary Weapon Equipped");
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GLog->Log("Secondary Weapon Equipped");
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}
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}
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if (SecondaryWeaponClass != nullptr)
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if (SecondaryWeaponClass != nullptr)
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{
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{
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint"));
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon->SetActorHiddenInGame(false);
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SecondaryWeapon->SetActorHiddenInGame(false);
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bIsCurrentlyHoldingWeapon = true;
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bIsCurrentlyHoldingWeapon = true;
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SetOverlayState(EOverlayState::Pistol);
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GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
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GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
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}
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}
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}
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}
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@ -524,7 +528,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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{
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{
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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@ -568,11 +572,11 @@ void AEndlessVendettaCharacter::FireCaller()
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{
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{
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if (bIsReloading) return;
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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if (IsValid(PrimaryWeapon))
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{
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{
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PrimaryWeapon->Fire();
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PrimaryWeapon->Fire();
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}
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}
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if (IsValid(SecondaryWeapon) && !bIsReloading)
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if (IsValid(SecondaryWeapon))
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{
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{
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SecondaryWeapon->Fire();
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SecondaryWeapon->Fire();
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}
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}
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@ -21,6 +21,16 @@ class UCameraComponent;
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class UAnimMontage;
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class UAnimMontage;
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class USoundBase;
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class USoundBase;
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UENUM(BlueprintType)
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enum class EOverlayState : uint8
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{
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Default UMETA(DisplayName = "Default"),
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Pistol UMETA(DisplayName = "Pistol"),
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AssaultRifle UMETA(DisplayName = "AssaultRifle"),
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Shotgun UMETA(DisplayName = "Shotgun"),
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Sniper UMETA(DisplayName = "Sniper")
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};
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UCLASS(config=Game)
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UCLASS(config=Game)
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class AEndlessVendettaCharacter : public ACharacter
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class AEndlessVendettaCharacter : public ACharacter
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{
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{
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@ -29,7 +39,7 @@ class AEndlessVendettaCharacter : public ACharacter
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protected:
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protected:
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/** Pawn mesh: 1st person view (arms; seen only by self) */
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/** Pawn mesh: 1st person view (arms; seen only by self) */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh)
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USkeletalMeshComponent* Mesh1P;
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USkeletalMeshComponent* FirstPersonArms;
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bool InOpenWorld = false;
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bool InOpenWorld = false;
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@ -118,6 +128,8 @@ public:
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AActor* PrimaryWeaponActor;
|
AActor* PrimaryWeaponActor;
|
||||||
UPROPERTY(BlueprintReadWrite)
|
UPROPERTY(BlueprintReadWrite)
|
||||||
AActor* SecondaryWeaponActor;
|
AActor* SecondaryWeaponActor;
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
UChildActorComponent* HeldWeapon;
|
||||||
bool bIsPrimaryWeaponCreated = false;
|
bool bIsPrimaryWeaponCreated = false;
|
||||||
bool bIsSecondaryWeaponCreated = false;
|
bool bIsSecondaryWeaponCreated = false;
|
||||||
bool bIsWeaponPickedUp = false;
|
bool bIsWeaponPickedUp = false;
|
||||||
@ -138,9 +150,21 @@ public:
|
|||||||
void IncrementRestrictedBoundsCount();
|
void IncrementRestrictedBoundsCount();
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
void DecrementRestrictedBoundsCount();
|
void DecrementRestrictedBoundsCount();
|
||||||
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReloadAnimationComplete);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapon")
|
||||||
|
void ReloadAnimationComplete();
|
||||||
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSetOverlayState, EOverlayState, OverlayState);
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintAssignable, Category = "Weapon")
|
||||||
|
FSetOverlayState SetOverlayStateEvent;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapon")
|
||||||
|
void SetOverlayState(EOverlayState OverlayState) const;
|
||||||
|
|
||||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao);
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao);
|
||||||
|
|
||||||
|
|
||||||
UPROPERTY(BlueprintAssignable, Category = "Restricted Area")
|
UPROPERTY(BlueprintAssignable, Category = "Restricted Area")
|
||||||
FRestrictedAreaStatusChangedSignature RestrictedAreaStatusChanged;
|
FRestrictedAreaStatusChangedSignature RestrictedAreaStatusChanged;
|
||||||
|
|
||||||
@ -263,8 +287,7 @@ public:
|
|||||||
UFUNCTION(BlueprintCallable, Category = "Stealth")
|
UFUNCTION(BlueprintCallable, Category = "Stealth")
|
||||||
void SetUnCrouch();
|
void SetUnCrouch();
|
||||||
|
|
||||||
/** Returns Mesh1P Sub-object **/
|
USkeletalMeshComponent* GetFirstPersonArms() const { return FirstPersonArms; }
|
||||||
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
|
|
||||||
/** Returns FirstPersonCameraComponent Sub-object **/
|
/** Returns FirstPersonCameraComponent Sub-object **/
|
||||||
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
|
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
|
||||||
|
|
||||||
|
@ -1,43 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#include "EndlessVendettaProjectile.h"
|
|
||||||
#include "GameFramework/ProjectileMovementComponent.h"
|
|
||||||
#include "Components/SphereComponent.h"
|
|
||||||
|
|
||||||
AEndlessVendettaProjectile::AEndlessVendettaProjectile()
|
|
||||||
{
|
|
||||||
// Use a sphere as a simple collision representation
|
|
||||||
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
|
|
||||||
CollisionComp->InitSphereRadius(5.0f);
|
|
||||||
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
|
|
||||||
CollisionComp->OnComponentHit.AddDynamic(this, &AEndlessVendettaProjectile::OnHit); // set up a notification for when this component hits something blocking
|
|
||||||
|
|
||||||
// Players can't walk on it
|
|
||||||
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
|
|
||||||
CollisionComp->CanCharacterStepUpOn = ECB_No;
|
|
||||||
|
|
||||||
// Set as root component
|
|
||||||
RootComponent = CollisionComp;
|
|
||||||
|
|
||||||
// Use a ProjectileMovementComponent to govern this projectile's movement
|
|
||||||
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
|
|
||||||
ProjectileMovement->UpdatedComponent = CollisionComp;
|
|
||||||
ProjectileMovement->InitialSpeed = 3000.f;
|
|
||||||
ProjectileMovement->MaxSpeed = 3000.f;
|
|
||||||
ProjectileMovement->bRotationFollowsVelocity = true;
|
|
||||||
ProjectileMovement->bShouldBounce = true;
|
|
||||||
|
|
||||||
// Die after 3 seconds by default
|
|
||||||
InitialLifeSpan = 3.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void AEndlessVendettaProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
|
|
||||||
{
|
|
||||||
// Only add impulse and destroy projectile if we hit a physics
|
|
||||||
if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
|
|
||||||
{
|
|
||||||
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
|
|
||||||
|
|
||||||
Destroy();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,37 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "GameFramework/Actor.h"
|
|
||||||
#include "EndlessVendettaProjectile.generated.h"
|
|
||||||
|
|
||||||
class USphereComponent;
|
|
||||||
class UProjectileMovementComponent;
|
|
||||||
|
|
||||||
UCLASS(config=Game)
|
|
||||||
class AEndlessVendettaProjectile : public AActor
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
/** Sphere collision component */
|
|
||||||
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
|
|
||||||
USphereComponent* CollisionComp;
|
|
||||||
|
|
||||||
/** Projectile movement component */
|
|
||||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
|
|
||||||
UProjectileMovementComponent* ProjectileMovement;
|
|
||||||
|
|
||||||
public:
|
|
||||||
AEndlessVendettaProjectile();
|
|
||||||
|
|
||||||
/** called when projectile hits something */
|
|
||||||
UFUNCTION()
|
|
||||||
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
|
|
||||||
|
|
||||||
/** Returns CollisionComp subobject **/
|
|
||||||
USphereComponent* GetCollisionComp() const { return CollisionComp; }
|
|
||||||
/** Returns ProjectileMovement subobject **/
|
|
||||||
UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
|
|
||||||
};
|
|
||||||
|
|
@ -1,31 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#include "TP_PickUpComponent.h"
|
|
||||||
|
|
||||||
UTP_PickUpComponent::UTP_PickUpComponent()
|
|
||||||
{
|
|
||||||
// Setup the Sphere Collision
|
|
||||||
SphereRadius = 32.f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UTP_PickUpComponent::BeginPlay()
|
|
||||||
{
|
|
||||||
Super::BeginPlay();
|
|
||||||
|
|
||||||
// Register our Overlap Event
|
|
||||||
OnComponentBeginOverlap.AddDynamic(this, &UTP_PickUpComponent::OnSphereBeginOverlap);
|
|
||||||
}
|
|
||||||
|
|
||||||
void UTP_PickUpComponent::OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
|
|
||||||
{
|
|
||||||
// Checking if it is a First Person Character overlapping
|
|
||||||
AEndlessVendettaCharacter* Character = Cast<AEndlessVendettaCharacter>(OtherActor);
|
|
||||||
if(Character != nullptr)
|
|
||||||
{
|
|
||||||
// Notify that the actor is being picked up
|
|
||||||
OnPickUp.Broadcast(Character);
|
|
||||||
|
|
||||||
// Unregister from the Overlap Event so it is no longer triggered
|
|
||||||
OnComponentBeginOverlap.RemoveAll(this);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,34 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "Components/SphereComponent.h"
|
|
||||||
#include "EndlessVendetta/EndlessVendettaCharacter.h"
|
|
||||||
#include "TP_PickUpComponent.generated.h"
|
|
||||||
|
|
||||||
// Declaration of the delegate that will be called when someone picks this up
|
|
||||||
// The character picking this up is the parameter sent with the notification
|
|
||||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickUp, AEndlessVendettaCharacter*, PickUpCharacter);
|
|
||||||
|
|
||||||
UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
|
|
||||||
class ENDLESSVENDETTA_API UTP_PickUpComponent : public USphereComponent
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
/** Delegate to whom anyone can subscribe to receive this event */
|
|
||||||
UPROPERTY(BlueprintAssignable, Category = "Interaction")
|
|
||||||
FOnPickUp OnPickUp;
|
|
||||||
|
|
||||||
UTP_PickUpComponent();
|
|
||||||
protected:
|
|
||||||
|
|
||||||
/** Called when the game starts */
|
|
||||||
virtual void BeginPlay() override;
|
|
||||||
|
|
||||||
/** Code for when something overlaps this component */
|
|
||||||
UFUNCTION()
|
|
||||||
void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
|
||||||
};
|
|
@ -1,112 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
|
|
||||||
#include "TP_WeaponComponent.h"
|
|
||||||
#include "EndlessVendetta/EndlessVendettaCharacter.h"
|
|
||||||
#include "EndlessVendettaProjectile.h"
|
|
||||||
#include "GameFramework/PlayerController.h"
|
|
||||||
#include "Camera/PlayerCameraManager.h"
|
|
||||||
#include "Kismet/GameplayStatics.h"
|
|
||||||
#include "EnhancedInputComponent.h"
|
|
||||||
#include "EnhancedInputSubsystems.h"
|
|
||||||
|
|
||||||
// Sets default values for this component's properties
|
|
||||||
UTP_WeaponComponent::UTP_WeaponComponent()
|
|
||||||
{
|
|
||||||
// Default offset from the character location for projectiles to spawn
|
|
||||||
MuzzleOffset = FVector(100.0f, 0.0f, 10.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void UTP_WeaponComponent::Fire()
|
|
||||||
{
|
|
||||||
if (Character == nullptr || Character->GetController() == nullptr)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Try and fire a projectile
|
|
||||||
if (ProjectileClass != nullptr)
|
|
||||||
{
|
|
||||||
UWorld* const World = GetWorld();
|
|
||||||
if (World != nullptr)
|
|
||||||
{
|
|
||||||
APlayerController* PlayerController = Cast<APlayerController>(Character->GetController());
|
|
||||||
const FRotator SpawnRotation = PlayerController->PlayerCameraManager->GetCameraRotation();
|
|
||||||
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
|
|
||||||
const FVector SpawnLocation = GetOwner()->GetActorLocation() + SpawnRotation.RotateVector(MuzzleOffset);
|
|
||||||
|
|
||||||
//Set Spawn Collision Handling Override
|
|
||||||
FActorSpawnParameters ActorSpawnParams;
|
|
||||||
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
|
|
||||||
|
|
||||||
// Spawn the projectile at the muzzle
|
|
||||||
World->SpawnActor<AEndlessVendettaProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Try and play the sound if specified
|
|
||||||
if (FireSound != nullptr)
|
|
||||||
{
|
|
||||||
UGameplayStatics::PlaySoundAtLocation(this, FireSound, Character->GetActorLocation());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Try and play a firing animation if specified
|
|
||||||
if (FireAnimation != nullptr)
|
|
||||||
{
|
|
||||||
// Get the animation object for the arms mesh
|
|
||||||
UAnimInstance* AnimInstance = Character->GetMesh1P()->GetAnimInstance();
|
|
||||||
if (AnimInstance != nullptr)
|
|
||||||
{
|
|
||||||
AnimInstance->Montage_Play(FireAnimation, 1.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void UTP_WeaponComponent::AttachWeapon(AEndlessVendettaCharacter* TargetCharacter)
|
|
||||||
{
|
|
||||||
Character = TargetCharacter;
|
|
||||||
if (Character == nullptr)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Attach the weapon to the First Person Character
|
|
||||||
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
|
|
||||||
AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint")));
|
|
||||||
|
|
||||||
// switch bHasRifle so the animation blueprint can switch to another animation set
|
|
||||||
Character->SetHasRifle(true);
|
|
||||||
|
|
||||||
// Set up action bindings
|
|
||||||
if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
|
|
||||||
{
|
|
||||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
|
|
||||||
{
|
|
||||||
// Set the priority of the mapping to 1, so that it overrides the Jump action with the Fire action when using touch input
|
|
||||||
Subsystem->AddMappingContext(FireMappingContext, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent))
|
|
||||||
{
|
|
||||||
// Fire
|
|
||||||
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &UTP_WeaponComponent::Fire);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void UTP_WeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
|
||||||
{
|
|
||||||
if (Character == nullptr)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
|
|
||||||
{
|
|
||||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
|
|
||||||
{
|
|
||||||
Subsystem->RemoveMappingContext(FireMappingContext);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,60 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "Components/SkeletalMeshComponent.h"
|
|
||||||
#include "TP_WeaponComponent.generated.h"
|
|
||||||
|
|
||||||
class AEndlessVendettaCharacter;
|
|
||||||
|
|
||||||
UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
|
||||||
class ENDLESSVENDETTA_API UTP_WeaponComponent : public USkeletalMeshComponent
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
public:
|
|
||||||
/** Projectile class to spawn */
|
|
||||||
UPROPERTY(EditDefaultsOnly, Category=Projectile)
|
|
||||||
TSubclassOf<class AEndlessVendettaProjectile> ProjectileClass;
|
|
||||||
|
|
||||||
/** Sound to play each time we fire */
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
|
|
||||||
USoundBase* FireSound;
|
|
||||||
|
|
||||||
/** AnimMontage to play each time we fire */
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
|
|
||||||
UAnimMontage* FireAnimation;
|
|
||||||
|
|
||||||
/** Gun muzzle's offset from the characters location */
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
|
|
||||||
FVector MuzzleOffset;
|
|
||||||
|
|
||||||
/** MappingContext */
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
|
||||||
class UInputMappingContext* FireMappingContext;
|
|
||||||
|
|
||||||
/** Fire Input Action */
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
|
||||||
class UInputAction* FireAction;
|
|
||||||
|
|
||||||
/** Sets default values for this component's properties */
|
|
||||||
UTP_WeaponComponent();
|
|
||||||
|
|
||||||
/** Attaches the actor to a FirstPersonCharacter */
|
|
||||||
UFUNCTION(BlueprintCallable, Category="Weapon")
|
|
||||||
void AttachWeapon(AEndlessVendettaCharacter* TargetCharacter);
|
|
||||||
|
|
||||||
/** Make the weapon Fire a Projectile */
|
|
||||||
UFUNCTION(BlueprintCallable, Category="Weapon")
|
|
||||||
void Fire();
|
|
||||||
|
|
||||||
protected:
|
|
||||||
/** Ends gameplay for this component. */
|
|
||||||
UFUNCTION()
|
|
||||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
/** The Character holding this weapon*/
|
|
||||||
AEndlessVendettaCharacter* Character;
|
|
||||||
};
|
|
Loading…
Reference in New Issue
Block a user