Bugfix Targets being Randomized out of Array
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parent
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@ -8,15 +8,7 @@
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<component name="ChangeListManager">
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<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -131,7 +123,7 @@
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1705182847910</updated>
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<workItem from="1705182850227" duration="3992000" />
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<workItem from="1705182850227" duration="4656000" />
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</task>
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<servers />
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</component>
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BIN
EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_ShotgunTargets.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_ShotgunTargets.uasset
(Stored with Git LFS)
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BIN
EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset
(Stored with Git LFS)
Binary file not shown.
@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:e5359d34f51cb7298d6e3c64aa6ff60e6a610066339af826e5e53b95436f12be
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oid sha256:5f1fb7ff9a560e39c6c7833d79931bcb0cdcba202fcd3f066142ca87a03df911
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size 3184727
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BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
(Stored with Git LFS)
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@ -3,6 +3,7 @@
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#include "ShotgunClass.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
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#include "Engine/DamageEvents.h"
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AShotgunClass::AShotgunClass()
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@ -46,6 +47,7 @@ void AShotgunClass::Fire()
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{
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tempWeaponDamage = WeaponDamage;
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}
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if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor())) TargetDummy->TargetShot();
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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}
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@ -4,6 +4,7 @@
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#include "SniperClass.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/AI/AICharacter.h"
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#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
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#include "Engine/DamageEvents.h"
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#include "Kismet/GameplayStatics.h"
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@ -66,6 +67,7 @@ void ASniperClass::Fire()
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{
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tempWeaponDamage = WeaponDamage;
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}
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if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor())) TargetDummy->TargetShot();
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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}
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