Cleaned up & added Weapon kick shake (non-universal)
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version https://git-lfs.github.com/spec/v1
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oid sha256:6c3599c78d84a6895d06de8ce3697a6aefd517ac0105d041cab6f5124090bb3b
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size 35834
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size 37750
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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 sha256:694f084a31b369305b9cf0e066786a624f73721bf819d3823177703341f0b98c
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size 28902
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oid sha256:77b4872fd2fde68620f3fb539222718cbe2c66160a956c6373d3650c58a9bf88
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size 29117
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
(Stored with Git LFS)
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Binary file not shown.
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version https://git-lfs.github.com/spec/v1
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oid sha256:69e0dd14f07413220251048a5a7bb322eebd9e2d9362dc29bab3d3de096a9a82
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size 29337
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oid sha256:668c94fe648e9fde608e3a07b193f42087fddc44d0e76ec3e4705be642f78679
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size 29493
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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 sha256:51fdff374c4c25c321646b9315bc5286b1ddc89511a597538bf96bea96222e02
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oid sha256:f9dd9531bbf28069122709420605ec7c6478ddea44b642b28f016b2349a05597
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size 5061
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@ -2,7 +2,11 @@
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#include "BaseWeaponClass.h"
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#include "AIHelpers.h"
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#include "GeneratedCodeHelpers.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Components/CapsuleComponent.h"
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#include "Kismet/GameplayStatics.h"
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@ -28,6 +32,11 @@ void ABaseWeaponClass::BeginPlay()
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GunStartArrow = Cast<UArrowComponent>(actorComp);
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break;
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}
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if (!playerControllerRef)
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{
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playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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}
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}
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@ -35,6 +44,7 @@ void ABaseWeaponClass::BeginPlay()
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void ABaseWeaponClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ABaseWeaponClass::ClickDetectionTimer()
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@ -47,6 +57,7 @@ void ABaseWeaponClass::CancelFire()
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GetWorldTimerManager().ClearTimer(timerHandle);
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}
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void ABaseWeaponClass::Fire()
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{
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FHitResult outHit;
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@ -63,11 +74,12 @@ void ABaseWeaponClass::Fire()
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}
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true, 500.0f, 0U, 5.f);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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ClickDetectionTimer();
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if (outHit.bBlockingHit)
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{
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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}
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}
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@ -5,6 +5,7 @@
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#include "CoreMinimal.h"
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#include "WeaponItemClass.h"
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#include "Components/ArrowComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "BaseWeaponClass.generated.h"
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class AEndlessVendettaCharacter;
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@ -43,7 +44,7 @@ public:
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UTexture2D* WeaponImage;
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void Fire();
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virtual void Fire();
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void ClickDetectionTimer();
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@ -53,10 +54,16 @@ public:
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UPROPERTY(VisibleAnywhere)
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ACharacter* player;
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UPROPERTY()
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APlayerController* playerControllerRef;
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FTimerHandle timerHandle;
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bool bFirstBulletShot = false;
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UPROPERTY(EditAnywhere)
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TSubclassOf<UCameraShakeBase> CameraShakeClass;
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private:
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UArrowComponent* GunStartArrow;
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@ -64,10 +71,4 @@ private:
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UPROPERTY(EditAnywhere)
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float BulletDistance;
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//Add HoldFire functionality after pistol is complete for holding fire for pistol and make it start spraying innacuratly.
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// UFUNCTION(BlueprintCallable, Category = "Weapons")
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// void HoldFire();
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};
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@ -24,3 +24,9 @@ void APistolClass::Tick(float DeltaTime)
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Super::Tick(DeltaTime);
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}
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void APistolClass::Fire()
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{
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Super::Fire();
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UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired"));
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}
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@ -22,4 +22,6 @@ protected:
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Fire() override;
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};
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