Fixed weapons messing up when interacting while reloading

This commit is contained in:
MH261677 2024-03-02 22:52:09 +00:00
parent adc07b3849
commit 4587dfdea5

View File

@ -251,6 +251,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
void AEndlessVendettaCharacter::Interact() void AEndlessVendettaCharacter::Interact()
{ {
if (bIsReloading) return;
UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called")); UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called"));
if (InPauseMenu) return; if (InPauseMenu) return;
if (bIsInDialogue) if (bIsInDialogue)
@ -336,6 +337,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
void AEndlessVendettaCharacter::ToggleRecon() void AEndlessVendettaCharacter::ToggleRecon()
{ {
if (bIsReloading) return;
if (PlayerOnShip || InPauseMenu) return; if (PlayerOnShip || InPauseMenu) return;
if (!GadgetManager->IsValidReconGadget()) return; if (!GadgetManager->IsValidReconGadget()) return;
@ -359,6 +361,7 @@ void AEndlessVendettaCharacter::ToggleRecon()
void AEndlessVendettaCharacter::ToggleCombat() void AEndlessVendettaCharacter::ToggleCombat()
{ {
if (bIsReloading) return;
if (PlayerOnShip || InPauseMenu) return; if (PlayerOnShip || InPauseMenu) return;
if (!GadgetManager->IsValidCombatGadget()) return; if (!GadgetManager->IsValidCombatGadget()) return;
@ -384,6 +387,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
//When 1 is pressed it calls EquipPrimary //When 1 is pressed it calls EquipPrimary
void AEndlessVendettaCharacter::EquipPrimary() void AEndlessVendettaCharacter::EquipPrimary()
{ {
if (bIsReloading) return;
if (PlayerOnShip || InPauseMenu) return; if (PlayerOnShip || InPauseMenu) return;
if (!IsValid(PrimaryWeaponClass)) return; if (!IsValid(PrimaryWeaponClass)) return;
FActorSpawnParameters spawnParams; FActorSpawnParameters spawnParams;
@ -444,6 +448,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
void AEndlessVendettaCharacter::EquipSecondary() void AEndlessVendettaCharacter::EquipSecondary()
{ {
if (bIsReloading) return;
if (!IsValid(SecondaryWeaponClass)) return; if (!IsValid(SecondaryWeaponClass)) return;
if (PlayerOnShip || InPauseMenu) return; if (PlayerOnShip || InPauseMenu) return;
FActorSpawnParameters spawnParams; FActorSpawnParameters spawnParams;
@ -498,6 +503,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
{ {
if (bIsReloading) return;
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false); FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
FActorSpawnParameters spawnParams; FActorSpawnParameters spawnParams;
@ -571,6 +577,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
//Calls the fire function in the baseWeaponClass //Calls the fire function in the baseWeaponClass
void AEndlessVendettaCharacter::FireCaller() void AEndlessVendettaCharacter::FireCaller()
{ {
if (bIsReloading) return;
if (InPauseMenu) return; if (InPauseMenu) return;
if (IsValid(PrimaryWeapon) && !bIsReloading) if (IsValid(PrimaryWeapon) && !bIsReloading)
{ {
@ -596,6 +603,7 @@ void AEndlessVendettaCharacter::StopFire()
void AEndlessVendettaCharacter::GunRightClick() void AEndlessVendettaCharacter::GunRightClick()
{ {
if (bIsReloading) return;
if (InPauseMenu) return; if (InPauseMenu) return;
if (IsValid(PrimaryWeapon) && !bIsScoped) if (IsValid(PrimaryWeapon) && !bIsScoped)
{ {
@ -615,6 +623,7 @@ void AEndlessVendettaCharacter::GunRightClick()
void AEndlessVendettaCharacter::StopGunRightClick() void AEndlessVendettaCharacter::StopGunRightClick()
{ {
if (bIsReloading) return;
if (IsValid(PrimaryWeapon)) if (IsValid(PrimaryWeapon))
{ {
bIsScoped = false; bIsScoped = false;