Added new socket, Fixed weapon spawning multiple times
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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@ -372,11 +372,6 @@ void AEndlessVendettaCharacter::EquipPrimary()
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri");
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return;
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}
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if (bIsWeaponPickedUp)
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{
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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bIsWeaponPickedUp = false;
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}
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if (IsValid(SecondaryWeapon)) EquipSecondary();
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@ -394,8 +389,6 @@ void AEndlessVendettaCharacter::EquipPrimary()
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PrimaryWeapon->SetActorHiddenInGame(false);
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bIsPrimaryWeaponCreated = true;
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}
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//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
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GLog->Log("Secondary Weapon Equipped");
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}
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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@ -426,12 +419,6 @@ void AEndlessVendettaCharacter::EquipSecondary()
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return;
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}
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if (bIsWeaponPickedUp)
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{
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PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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bIsWeaponPickedUp = false;
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}
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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