Implemented Security Specialists Side Bounty Checkpoints
This commit is contained in:
parent
b8ce592abd
commit
9bb0759f01
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_EscapeSecurityOffice.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_EscapeSecurityOffice.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_FindSecurityItem.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_FindSecurityItem.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
Binary file not shown.
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_PickupSecurityItem.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/SideBounties/SecuritySpecialists/CP_PickupSecurityItem.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
Binary file not shown.
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:630ee01109be0abb41a16067a671698e93bbe6f1564ed895beb087e84791806a
|
||||
size 13946346
|
||||
oid sha256:d360b1563752a2e5c709ca96b49b918c85b9d6abfaf2389274b2eabc6ef46ea1
|
||||
size 13946298
|
||||
|
BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
(Stored with Git LFS)
Binary file not shown.
@ -150,25 +150,6 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
||||
UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
|
||||
if (!IsValid(GI->MainSaveGameInstanceRef)) return;
|
||||
GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = GetActorTransform();
|
||||
// TArray<AActor*> LandingZones;
|
||||
// ALandingZone* ClosestLandingZone = nullptr;
|
||||
// double DistToClosestLandingZone;
|
||||
// UGameplayStatics::GetAllActorsOfClass(GetWorld(), ALandingZone::StaticClass(), LandingZones);
|
||||
// for (AActor* LZ_Actor : LandingZones)
|
||||
// {
|
||||
// ALandingZone* LZ = Cast<ALandingZone>(LZ_Actor);
|
||||
// double DistToLZ = FVector::Dist(LZ->GetExitTransform().GetLocation(), GetActorLocation());
|
||||
// if (!IsValid(ClosestLandingZone))
|
||||
// {
|
||||
// ClosestLandingZone = LZ;
|
||||
// DistToClosestLandingZone = DistToLZ;
|
||||
// continue;
|
||||
// }
|
||||
// ClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? LZ : ClosestLandingZone;
|
||||
// DistToClosestLandingZone = DistToClosestLandingZone >= DistToLZ ? DistToLZ : DistToClosestLandingZone;
|
||||
// }
|
||||
// if (!IsValid(ClosestLandingZone)) return;
|
||||
// GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = ClosestLandingZone->GetExitTransform();
|
||||
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user