Added New AR Test & Started working on switching system
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:fb7eb23a18c0ad9f5cf37ae72d45bac1d1b1d90fac9281cfa3e3233b9b6a3d44
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size 42950
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oid sha256:dfeced37123c7e12907f8c5c3882aa970013d96167d07df1d71a464e2f91fd0d
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size 42429
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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@ -84,7 +84,6 @@ void AEndlessVendettaCharacter::WeaponPickUpSystem()
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if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams)) return;
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AActor* HitActor = OutHit.GetActor();
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UE_LOG(LogTemp, Warning, TEXT("Hit actor: %s"), *HitActor->GetName());
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IInteractionInterface* InteractableActor = Cast<IInteractionInterface>(HitActor);
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if (InteractableActor) InteractableActor->InteractPrompt();
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}
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@ -144,7 +143,11 @@ void AEndlessVendettaCharacter::Interact()
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AActor* HitActor = OutHit.GetActor();
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UE_LOG(LogTemp, Warning, TEXT("Hit actor: %s"), *HitActor->GetName());
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IInteractionInterface* InteractableActor = Cast<IInteractionInterface>(HitActor);
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if (InteractableActor) InteractableActor->Interact();
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if (InteractableActor)
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{
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InteractableActor->Interact();
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WeaponSwitcher(OutHit);
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}
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}
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@ -271,6 +274,13 @@ void AEndlessVendettaCharacter::EquipSecondary()
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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}
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void AEndlessVendettaCharacter::WeaponSwitcher(FHitResult Outhit)
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{
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if (IsValid(PrimaryWeapon)) PrimaryWeapon->Destroy();
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PrimaryWeapon = Cast<ABaseWeaponClass>(Outhit.GetActor());
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Outhit.GetActor()->Destroy();
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}
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::FireCaller()
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{
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@ -148,9 +148,6 @@ protected:
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void ToggleRecon();
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void ToggleCombat();
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void EquipPrimary();
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void EquipSecondary();
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UPROPERTY(EditDefaultsOnly, Category = "Interaction")
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float InteractionRange = 250;
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void Interact();
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@ -175,4 +172,9 @@ public:
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virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override;
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void WeaponPickUpSystem();
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void EquipPrimary();
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void EquipSecondary();
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void WeaponSwitcher(FHitResult Outhit);
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};
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@ -232,15 +232,29 @@ void ABaseWeaponClass::WeaponReload()
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void ABaseWeaponClass::Interact()
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{
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if(!IsValid(this)) return;
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GLog->Log("Interact Called");
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}
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void ABaseWeaponClass::InteractPrompt()
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{
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WeaponStatsPopUp();
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UE_LOG(LogTemp, Warning, TEXT("InteractPrompt setup"))
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}
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// void ABaseWeaponClass::GetOutHit(FHitResult OutHit)
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// {
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// if(IsValid(this))
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// {
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// endlessVendettaChar->PrimaryWeapon->Destroy();
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// }
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// if (OutHit.GetActor()->ActorHasTag(FName("AssaultRifle")))
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// {
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// endlessVendettaChar->EquipPrimary();
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// }
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// //HitActor = Cast<ABaseWeaponClass>(endlessVendettaChar->PrimaryWeaponClass);
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// //endlessVendettaChar->PrimaryWeapon = Cast<ABaseWeaponClass>(HitActor);
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// }
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@ -168,6 +168,8 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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void WeaponStatsPopUp();
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//void GetOutHit(FHitResult OutHit);
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protected:
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UArrowComponent* GunStartArrow;
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bool bStopShooting = false;
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