Finished all Interior Checkpoints for Now

This commit is contained in:
Rafal Swierczek 2024-01-14 12:56:20 +00:00
parent 6001e2ff1c
commit 7cc605b5e6
9 changed files with 21 additions and 13 deletions

View File

@ -8,9 +8,12 @@
</component> </component>
<component name="ChangeListManager"> <component name="ChangeListManager">
<list default="true" id="42162083-13f4-4956-90b7-146c4a08f785" name="Changes" comment=""> <list default="true" id="42162083-13f4-4956-90b7-146c4a08f785" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_PistolTargets.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_PistolTargets.uasset" afterDir="false" /> <change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_GoToParkourRoom.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_GoToParkourRoom.uasset" afterDir="false" />
<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" /> <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" />
<change beforePath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" />
</list> </list>
<option name="SHOW_DIALOG" value="false" /> <option name="SHOW_DIALOG" value="false" />
@ -126,7 +129,7 @@
<option name="number" value="Default" /> <option name="number" value="Default" />
<option name="presentableId" value="Default" /> <option name="presentableId" value="Default" />
<updated>1705182847910</updated> <updated>1705182847910</updated>
<workItem from="1705182850227" duration="5686000" /> <workItem from="1705182850227" duration="7499000" />
</task> </task>
<servers /> <servers />
</component> </component>

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:3d4bf606dcf907e9144583416d378aadd2bb99a1d5b0a18c51356473112b1922 oid sha256:bdbf402e519061cdb8d6f42c4ca08efc3e57f1205ab133bc1b51f54ded0c897c
size 25351 size 25733

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:824ad14a4e81e778aae3fabb1a2e2496dd263a51cf59e321e3005100084f3a32 oid sha256:1ee3f51a8d0ecfc39ba48c02249d224bdc21f8f9b52d06a2aaa4413ba55a6774
size 3229946 size 3231094

Binary file not shown.

View File

@ -430,7 +430,6 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
{ {
if(Outhit->ActorHasTag("PrimaryWeapon")) if(Outhit->ActorHasTag("PrimaryWeapon"))
{ {
UE_LOG(LogTemp, Warning, TEXT("lmao"));
if (IsValid(PrimaryWeapon)) if (IsValid(PrimaryWeapon))
{ {
EquipPrimary(); EquipPrimary();