Finished Creating Sniper Weapon
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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 sha256:4d4a7e220c05cd641cf8f6465c767efb4bf895ca9ac7d473530dff9daeecac55
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size 124137
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oid sha256:d5625ec21d5212c05429ac81906d5aa5e6ee935ee0bcbcdd16477cbd64165c16
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size 125077
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
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EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset
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#include "Components/ArrowComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "Engine/EngineTypes.h"
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#include "BaseWeaponClass.generated.h"
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class AEndlessVendettaCharacter;
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@ -54,7 +55,11 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void ReloadTimer();
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float currentPitch;
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UPROPERTY(EditAnywhere)
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float BulletDistance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString WeaponName;
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@ -177,14 +182,10 @@ protected:
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private:
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UPROPERTY(EditAnywhere)
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float BulletDistance;
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float originalMagnitude;
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float originalMaxAngleLeft;
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float originalMaxAngleRight;
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float originalMinMultiplier;
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float currentPitch;
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};
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@ -2,7 +2,10 @@
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#include "SniperClass.h"
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#include "EndlessVendettaCharacter.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/AI/AICharacter.h"
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#include "Engine/DamageEvents.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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ASniperClass::ASniperClass()
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@ -15,24 +18,77 @@ ASniperClass::ASniperClass()
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void ASniperClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ASniperClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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ApplyRecoil(DeltaTime);
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recoilMagnitude = 1;
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if(endlessVendettaChar->bIsPlayerMoving == false )
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{
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recoilResultPitch = 0;
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recoilMagnitude = -1;
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}
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if (currentPitch < 0 && bStopShooting)
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{
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float increment = currentPitch * DeltaTime * 8;
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currentPitch -= increment;
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playerInWorld->AddControllerPitchInput(-increment);
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}
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}
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void ASniperClass::Fire()
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{
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if(currentAmmoCount > 0 && !bSingleShotOnly)
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{
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bSingleShotOnly = true;
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//do damage fallof based off distance
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traceStart = GunStartArrow->GetComponentLocation();
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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currentAmmoCount -= 1;
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bulletCountShoot += 1;
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bStopShooting = false;
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GenerateRecoilVector();
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ApplyRecoil(UGameplayStatics::GetWorldDeltaSeconds(this->GetWorld()));
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this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false);
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if (outHit.bBlockingHit)
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{
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UE_LOG(LogTemp, Display, TEXT("Hit: %s"), *outHit.GetActor()->GetName());
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if (!Cast<AAICharacter>(outHit.GetActor())) return;
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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}
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}
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else if(currentAmmoCount <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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}
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}
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void ASniperClass::ApplyRecoil(float DeltaTime)
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{
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if (endlessVendettaChar->bIsPlayerMoving)
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if (recoilTime < 0.3)
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{
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UE_LOG(LogTemp, Display, TEXT("playerMovingIsTrue"));
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float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
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recoilTime += DeltaTime;
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playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
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currentPitch += GetRecoilPitch(amplitude,recoilTime);
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playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime));
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GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0));
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playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
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UpdateSamples(amplitude, recoilTime);
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}
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}
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void ASniperClass::StopFire()
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{
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bSingleShotOnly = false;
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}
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@ -4,7 +4,6 @@
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#include "CoreMinimal.h"
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#include "BaseWeaponClass.h"
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#include "EndlessVendettaCharacter.h"
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#include "SniperClass.generated.h"
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/**
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@ -27,10 +26,17 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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private:
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bool bSingleShotOnly;
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FTimerHandle SniperTimerHandle;
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protected:
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virtual void Fire() override;
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virtual void ApplyRecoil(float DeltaTime) override;
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void StopFire();
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};
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