Bugfix Player Maintains Velocity from Ship when Landing
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@ -9,11 +9,10 @@
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@ -130,6 +129,7 @@
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<updated>1706900339638</updated>
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BIN
EndlessVendetta/Content/Levels/TempOpenWorld.umap
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Levels/TempOpenWorld.umap
(Stored with Git LFS)
Binary file not shown.
@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:466c723985861da68aa9ea25153ae0068833dd6159178b0c033d0f814a8cd6f5
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oid sha256:54d78cbc2e7ef625432ee7b2da07e34a29fc46f230ab4ba5105f1efd2c9c7ca3
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size 14831
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@ -734,8 +734,15 @@ void AEndlessVendettaCharacter::EnterShip(FTransform TakeoffLoc)
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void AEndlessVendettaCharacter::ExitShip(FTransform ExitLoc)
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{
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PlayFadeScreen();
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SetActorLocation(ExitLoc.GetLocation());
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APlayerController* PC = Cast<APlayerController>(GetController());
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PC->SetIgnoreMoveInput(true);
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PC->SetIgnoreLookInput(true);
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SpaceShip->GetCharacterMovement()->Velocity = FVector(0, 0, 0);
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GetCharacterMovement()->Velocity = FVector(0, 0, 0);
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SetActorLocation(ExitLoc.GetLocation(), false, nullptr, ETeleportType::ResetPhysics);
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GetController()->SetControlRotation(ExitLoc.Rotator());
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SpaceShip->Destroy();
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PlayerOnShip = false;
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PC->SetIgnoreMoveInput(false);
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PC->SetIgnoreLookInput(false);
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}
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