Fixed weapons messing up when interacting while reloading
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adc07b3849
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4587dfdea5
@ -251,6 +251,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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void AEndlessVendettaCharacter::Interact()
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void AEndlessVendettaCharacter::Interact()
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{
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{
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if (bIsReloading) return;
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UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called"));
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UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called"));
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (bIsInDialogue)
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if (bIsInDialogue)
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@ -336,6 +337,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
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void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleRecon()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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@ -359,6 +361,7 @@ void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleCombat()
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void AEndlessVendettaCharacter::ToggleCombat()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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@ -384,6 +387,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
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//When 1 is pressed it calls EquipPrimary
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//When 1 is pressed it calls EquipPrimary
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void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipPrimary()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -444,6 +448,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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{
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{
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if (bIsReloading) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -498,6 +503,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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{
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{
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if (bIsReloading) return;
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -571,6 +577,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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//Calls the fire function in the baseWeaponClass
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::FireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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{
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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{
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{
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@ -596,6 +603,7 @@ void AEndlessVendettaCharacter::StopFire()
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void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::GunRightClick()
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{
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{
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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{
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{
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@ -615,6 +623,7 @@ void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::StopGunRightClick()
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void AEndlessVendettaCharacter::StopGunRightClick()
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{
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{
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if (bIsReloading) return;
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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bIsScoped = false;
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bIsScoped = false;
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