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()
{
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;