Bugfix Ammo Get's Reset on Weapon Swap

This commit is contained in:
Philip W 2024-05-12 17:21:53 +01:00
parent 454bb82a1b
commit 42f86bc2f2

View File

@ -536,6 +536,10 @@ void AEndlessVendettaCharacter::EquipPrimary()
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
//PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
HeldWeapon->SetChildActorClass(PrimaryWeaponClass);
if (PrimaryWeaponClass == PrimaryWeaponActor->GetClass())
{
Cast<ABaseWeaponClass>(HeldWeapon->GetChildActor())->currentAmmoCount = Cast<ABaseWeaponClass>(PrimaryWeaponActor)->currentAmmoCount;
}
PrimaryWeaponActor = HeldWeapon->GetChildActor();
PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
PrimaryWeapon->SetActorHiddenInGame(false);
@ -600,6 +604,10 @@ void AEndlessVendettaCharacter::EquipSecondary()
if (SecondaryWeaponClass != nullptr)
{
HeldWeapon->SetChildActorClass(SecondaryWeaponClass);
if (SecondaryWeaponClass == SecondaryWeaponActor->GetClass())
{
Cast<ABaseWeaponClass>(HeldWeapon->GetChildActor())->currentAmmoCount = Cast<ABaseWeaponClass>(SecondaryWeaponActor)->currentAmmoCount;
}
SecondaryWeaponActor = HeldWeapon->GetChildActor();
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
SecondaryWeapon->SetActorHiddenInGame(false);