Fixed Crosshair Not returning to proper Position
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caf7254f10
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@ -147,7 +147,7 @@ void ABaseWeaponClass::CancelFire()
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UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
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UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
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bulletCountShoot = 0;
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bulletCountShoot = 0;
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GunStartArrow->SetRelativeRotation(FRotator(0,0,0));
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GunStartArrow->SetRelativeRotation(FRotator(0,0,0));
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playerControllerRef->SetControlRotation(ogPlayerRotation);
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playerControllerRef->SetControlRotation(FRotator(0,0,0));
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}
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}
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void ABaseWeaponClass::Fire()
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void ABaseWeaponClass::Fire()
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@ -165,10 +165,6 @@ void ABaseWeaponClass::Fire()
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GenerateRecoilVector();
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GenerateRecoilVector();
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ClickDetectionTimer();
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ClickDetectionTimer();
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bulletCountShoot += 1;
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bulletCountShoot += 1;
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if (bulletCountShoot <= 1)
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{
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ogPlayerRotation = FRotator(playerControllerRef->GetControlRotation());
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}
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if (outHit.bBlockingHit)
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if (outHit.bBlockingHit)
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{
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{
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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@ -135,8 +135,6 @@ public:
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FVector newTraceEnd;
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FVector newTraceEnd;
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FCollisionQueryParams collisionParams;
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FCollisionQueryParams collisionParams;
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FRotator ogPlayerRotation;
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//UFUNCTION(BlueprintCallable, Category = "Weapons")
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//UFUNCTION(BlueprintCallable, Category = "Weapons")
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//void RecoilVerticalLimit(FHitResult Outhit);
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//void RecoilVerticalLimit(FHitResult Outhit);
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