From 282705ed2fe6d4e060f8619804700e7047998764 Mon Sep 17 00:00:00 2001 From: Rafal Swierczek Date: Mon, 2 Oct 2023 13:56:50 +0100 Subject: [PATCH] Bugfix VisionLink to Deactivate WIP Fucntionalilty --- .../Recon/VisionLink/VisionLink.cpp | 23 ++++++++----------- 1 file changed, 10 insertions(+), 13 deletions(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp index 34e523ae..9b8933b8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp @@ -10,7 +10,7 @@ void AVisionLink::BeginPlay() CooldownLength = CooldownTime; InUseDuration = GadgetMaxUptime; - if (NumberOfPingPulses <= 0 ) NumberOfPingPulses = 1; + if (NumberOfPingPulses <= 0) NumberOfPingPulses = 1; TimeInbetweenPingPulses = GadgetMaxUptime / (float)NumberOfPingPulses; } @@ -28,7 +28,7 @@ void AVisionLink::Activate() void AVisionLink::FinishedUsing() { VisionLinkRecharging(); - + Super::FinishedUsing(); } @@ -38,18 +38,15 @@ void AVisionLink::SendOutPingPulse() UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle); if (NumOfPingPulsesLeftInThisCycle < 0) return; - FActorSpawnParameters SpawnParams; - SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; - FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset; - - AActor* LOSTestActor = GetWorld()->SpawnActor(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); - TArray EmptyFStringArray; - Cast(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner()); - + //FActorSpawnParameters SpawnParams; + //SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + //FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset; + + // AActor* LOSTestActor = GetWorld()->SpawnActor(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); + // TArray EmptyFStringArray; + // Cast(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner()); + UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!")); GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false); PlayPingPulseAnim(TimeInbetweenPingPulses); } - - -