From 4587dfdea570265b59b995201d762db3edb72c0c Mon Sep 17 00:00:00 2001 From: MH261677 Date: Sat, 2 Mar 2024 22:52:09 +0000 Subject: [PATCH] Fixed weapons messing up when interacting while reloading --- .../Source/EndlessVendetta/EndlessVendettaCharacter.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index d77d04eb..556634fb 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -251,6 +251,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* void AEndlessVendettaCharacter::Interact() { + if (bIsReloading) return; UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called")); if (InPauseMenu) return; if (bIsInDialogue) @@ -336,6 +337,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve void AEndlessVendettaCharacter::ToggleRecon() { + if (bIsReloading) return; if (PlayerOnShip || InPauseMenu) return; if (!GadgetManager->IsValidReconGadget()) return; @@ -359,6 +361,7 @@ void AEndlessVendettaCharacter::ToggleRecon() void AEndlessVendettaCharacter::ToggleCombat() { + if (bIsReloading) return; if (PlayerOnShip || InPauseMenu) return; if (!GadgetManager->IsValidCombatGadget()) return; @@ -384,6 +387,7 @@ void AEndlessVendettaCharacter::ToggleCombat() //When 1 is pressed it calls EquipPrimary void AEndlessVendettaCharacter::EquipPrimary() { + if (bIsReloading) return; if (PlayerOnShip || InPauseMenu) return; if (!IsValid(PrimaryWeaponClass)) return; FActorSpawnParameters spawnParams; @@ -444,6 +448,7 @@ void AEndlessVendettaCharacter::EquipPrimary() void AEndlessVendettaCharacter::EquipSecondary() { + if (bIsReloading) return; if (!IsValid(SecondaryWeaponClass)) return; if (PlayerOnShip || InPauseMenu) return; FActorSpawnParameters spawnParams; @@ -498,6 +503,7 @@ void AEndlessVendettaCharacter::EquipSecondary() void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) { + if (bIsReloading) return; FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false); FActorSpawnParameters spawnParams; @@ -571,6 +577,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) //Calls the fire function in the baseWeaponClass void AEndlessVendettaCharacter::FireCaller() { + if (bIsReloading) return; if (InPauseMenu) return; if (IsValid(PrimaryWeapon) && !bIsReloading) { @@ -596,6 +603,7 @@ void AEndlessVendettaCharacter::StopFire() void AEndlessVendettaCharacter::GunRightClick() { + if (bIsReloading) return; if (InPauseMenu) return; if (IsValid(PrimaryWeapon) && !bIsScoped) { @@ -615,6 +623,7 @@ void AEndlessVendettaCharacter::GunRightClick() void AEndlessVendettaCharacter::StopGunRightClick() { + if (bIsReloading) return; if (IsValid(PrimaryWeapon)) { bIsScoped = false;