Added a temporary weapon damage for Damage Fall Off
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parent
0608015705
commit
34ef5c6e40
@ -23,7 +23,7 @@ ABaseWeaponClass::ABaseWeaponClass()
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void ABaseWeaponClass::BeginPlay()
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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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tempWeaponDamage = WeaponDamage;
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(this);
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collisionParams.AddIgnoredActor(this);
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@ -180,12 +180,10 @@ protected:
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UArrowComponent* GunStartArrow;
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UArrowComponent* GunStartArrow;
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bool bStopShooting = false;
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bool bStopShooting = false;
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private:
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int tempWeaponDamage;
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float originalMagnitude;
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float originalMagnitude;
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float originalMaxAngleLeft;
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float originalMaxAngleLeft;
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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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};
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};
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@ -9,6 +9,12 @@ AShotgunClass::AShotgunClass()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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ShotgunBulletSpread = FVector(10,10,10);
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}
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void AShotgunClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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}
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void AShotgunClass::Fire()
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void AShotgunClass::Fire()
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@ -19,8 +25,17 @@ void AShotgunClass::Fire()
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, FVector(10,10,10));
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FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread);
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traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
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traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
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if (outHit.Distance >= FMath::Floor(BulletDistance/1.5))
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{
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tempWeaponDamage /= 2;
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GLog->Log("Bullet distance reached a quarter");
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}
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else
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{
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tempWeaponDamage = WeaponDamage;
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}
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GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
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DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Red , false, 100.f, 0U, 1.f);
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DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Red , false, 100.f, 0U, 1.f);
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currentAmmoCount --;
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currentAmmoCount --;
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@ -41,3 +56,4 @@ void AShotgunClass::Fire()
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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}
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}
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}
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}
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@ -18,7 +18,13 @@ public:
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// Sets default values for this actor's properties
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// Sets default values for this actor's properties
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AShotgunClass();
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AShotgunClass();
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//How far apart the bullets will be to eachother when shot with a shotgun
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UPROPERTY(EditAnywhere, Category = "Weapon")
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FVector ShotgunBulletSpread;
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protected:
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protected:
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virtual void Fire() override;
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virtual void Fire() override;
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virtual void BeginPlay() override;
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};
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};
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