diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset index 7efad0d9..67e62252 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2dd4b81f67f4c6069cc038ec8100dff8c3f4e28bbb79d37b10bcdd51f71f83d3 -size 41445 +oid sha256:7135f6fd6fbb7c16f324a6695cc78e84f589b55f4d2e78c545861211d1fed92d +size 70145 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset index 73a3de34..6eae51ec 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:060578227d4bfa814eff22e5ed88c101bcfaf8f9907d3f72843b555f69cc7cc2 -size 150024 +oid sha256:fcbcc3db2b88d6017e973ab0f5613400e063d0d674dfe5719bc532aaf84350c6 +size 172222 diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index d4c83ae9..04f7bd7d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -120,7 +120,7 @@ public: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float StaminaDecreaseRate = 0.2; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") - float StaminaRegenRate = 0.05; + float StaminaRegenRate = 0.1; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float SprintSpeed = 900; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp index 884de46c..4facddeb 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp @@ -10,7 +10,7 @@ AShotgunClass::AShotgunClass() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; - ShotgunBulletSpread = FVector(10,10,10); + ShotgunBulletSpread = FVector(10, 10, 10); } void AShotgunClass::BeginPlay() @@ -26,7 +26,7 @@ void AShotgunClass::ClickDetectionTimer() void AShotgunClass::Fire() { - if(currentAmmoCount > 0 && !bSingleShotOnly) + if (currentAmmoCount > 0 && !bSingleShotOnly) { bSingleShotOnly = true; GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("Fire Activated")); @@ -37,13 +37,14 @@ void AShotgunClass::Fire() FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread); traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance); GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams); - DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow , false, 500.2f, 0U, 0.2f); + DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow, false, 500.2f, 0U, 0.2f); if (outHit.bBlockingHit) { GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Orange, FString(TEXT("SHOTGUN HIT"))); } } - currentAmmoCount --; + currentAmmoCount--; + WeaponFired.Broadcast(); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); GenerateRecoilVector(); ClickDetectionTimer(); @@ -52,7 +53,7 @@ void AShotgunClass::Fire() bStopShooting = false; if (outHit.bBlockingHit) { - if (outHit.Distance >= FMath::Floor(BulletDistance/2)) + if (outHit.Distance >= FMath::Floor(BulletDistance / 2)) { tempWeaponDamage = WeaponDamage / 2; } @@ -66,7 +67,7 @@ void AShotgunClass::Fire() } HideNeedReloadUI(); } - else if(currentAmmoCount <= 0) + else if (currentAmmoCount <= 0) { UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); ShowNeedReloadUI(); @@ -82,5 +83,3 @@ void AShotgunClass::StopFire() { bSingleShotOnly = false; } - -