Bugfix Able to Pickup Rifle Weapon & Switch w/ Secondary
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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/Levels/TempLevels/NewTutorialMap.umap
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@ -487,10 +487,10 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (bIsReloading) return;
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if (bIsReloading) return;
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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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TempUnequippedPrimary();
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//TempUnequippedPrimary();
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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(FirstPersonArms, 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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@ -520,9 +520,11 @@ void AEndlessVendettaCharacter::EquipPrimary()
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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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HeldWeapon->SetChildActorClass(PrimaryWeaponClass);
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PrimaryWeaponActor = HeldWeapon->GetChildActor();
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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(FirstPersonArms, 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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PrimaryWeapon->SetActorEnableCollision(false);
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@ -535,15 +537,17 @@ void AEndlessVendettaCharacter::EquipPrimary()
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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(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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//PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
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HeldWeapon->SetChildActorClass(PrimaryWeaponClass);
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PrimaryWeaponActor = HeldWeapon->GetChildActor();
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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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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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SetOverlayState(EOverlayState::AssaultRifle);
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TempEquippedPrimary();
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//TempEquippedPrimary();
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EquippedWeapon.Broadcast();
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EquippedWeapon.Broadcast();
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}
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}
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}
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}
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@ -598,6 +602,8 @@ void AEndlessVendettaCharacter::EquipSecondary()
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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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HeldWeapon->SetChildActorClass(SecondaryWeaponClass);
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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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