Added working ammo count to all weapons
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -134,29 +134,39 @@ void ABaseWeaponClass::CancelFire()
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void ABaseWeaponClass::Fire()
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{
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//do damage fallof based off distance
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FHitResult outHit;
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FVector traceStart;
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FVector traceEnd;
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traceStart = GunStartArrow->GetComponentLocation();
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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FCollisionQueryParams collisionParams;
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(this);
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if (GetWorldTimerManager().IsTimerActive(timerHandle))
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if(MagazineSize > 0)
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{
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return;
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//do damage fallof based off distance
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FHitResult outHit;
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FVector traceStart;
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FVector traceEnd;
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traceStart = GunStartArrow->GetComponentLocation();
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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FCollisionQueryParams collisionParams;
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collisionParams.AddIgnoredActor(playerInWorld);
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collisionParams.AddIgnoredActor(this);
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if (GetWorldTimerManager().IsTimerActive(timerHandle))
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{
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return;
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}
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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MagazineSize -= 1;
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UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), MagazineSize);
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GenerateRecoilVector();
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ClickDetectionTimer();
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if (outHit.bBlockingHit)
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{
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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}
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}
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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GenerateRecoilVector();
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ClickDetectionTimer();
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if (outHit.bBlockingHit)
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else if(MagazineSize <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), MagazineSize);
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}
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}
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void ABaseWeaponClass::WeaponScopedFire()
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