Created Retrieve Weapon Checkpoint

This commit is contained in:
Rafal Swierczek 2024-04-29 17:21:15 +01:00
parent 8adae0d977
commit 553a100aaa
12 changed files with 55 additions and 17 deletions

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size 1956244 size 1956716

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@ -9,7 +9,6 @@ void AWeaponDepositCheckpoint::Interact()
{ {
if (!Active) return; if (!Active) return;
UE_LOG(LogTemp,Warning, TEXT("Sooooo ermmmmmm"));
AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()); AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
if (Player->bHasRifle) Player->EquipSecondary(); if (Player->bHasRifle) Player->EquipSecondary();
Player->bLockSecondary = true; Player->bLockSecondary = true;

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@ -16,7 +16,7 @@ class ENDLESSVENDETTA_API AWeaponDepositCheckpoint : public ACheckpointClass, pu
GENERATED_BODY() GENERATED_BODY()
protected: protected:
void Interact() override; virtual void Interact() override;
UFUNCTION(BlueprintImplementableEvent) UFUNCTION(BlueprintImplementableEvent)
void OpenElevatorDoor(); void OpenElevatorDoor();

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// Fill out your copyright notice in the Description page of Project Settings.
#include "WeaponRetrieveCheckpoint.h"
#include "EndlessVendettaCharacter.h"
void AWeaponRetrieveCheckpoint::Interact()
{
if (!Active) return;
AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
Player->bLockSecondary = false;
Player->EquipSecondary();
// Doesn't actually open elevator door im just too lazy to make another blueprint implementable event lol
OpenElevatorDoor();
BroadcastCompletion();
}

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@ -0,0 +1,19 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BountySystem/CheckPoints/Weapons/WeaponDepositCheckpoint.h"
#include "WeaponRetrieveCheckpoint.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API AWeaponRetrieveCheckpoint : public AWeaponDepositCheckpoint
{
GENERATED_BODY()
void Interact() override;
};