Implemented Vision Link Pings
Spawn on spotted enemies, can be seen through walls
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/Ping/BP_Ping.uasset
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/WatchFaceBGImage.uasset
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@ -3,6 +3,7 @@
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#include "VisionLink.h"
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#include "CollisionDebugDrawingPublic.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Camera/CameraComponent.h"
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#include "VisionLinkEnemyLOSTest.h"
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@ -76,9 +77,9 @@ void AVisionLink::TestLOS(FTransform StartingPos, TArray<AActor*> &ActorsToIgnor
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AActor* HitActor = outHit.GetActor();
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if (!HitActor->ActorHasTag(FName("Enemy"))) continue;
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DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
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//DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
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ActorsToIgnore.Add(HitActor);
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//Spawn in a Ping
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SpawnPing(HitActor->GetTransform());
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TestLOS(HitActor->GetTransform(), ActorsToIgnore);
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}
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}
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@ -69,5 +69,7 @@ protected:
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UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
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void VisionLinkRecharging();
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UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
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void SpawnPing(FTransform PingSpawnTransform);
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};
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