Update Legacy Weapons for Sound
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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@ -120,7 +120,7 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaDecreaseRate = 0.2;
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float StaminaDecreaseRate = 0.2;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaRegenRate = 0.05;
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float StaminaRegenRate = 0.1;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float SprintSpeed = 900;
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float SprintSpeed = 900;
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@ -10,7 +10,7 @@ AShotgunClass::AShotgunClass()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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ShotgunBulletSpread = FVector(10,10,10);
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ShotgunBulletSpread = FVector(10, 10, 10);
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}
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}
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void AShotgunClass::BeginPlay()
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void AShotgunClass::BeginPlay()
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@ -26,7 +26,7 @@ void AShotgunClass::ClickDetectionTimer()
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void AShotgunClass::Fire()
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void AShotgunClass::Fire()
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{
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{
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if(currentAmmoCount > 0 && !bSingleShotOnly)
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if (currentAmmoCount > 0 && !bSingleShotOnly)
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{
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{
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bSingleShotOnly = true;
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bSingleShotOnly = true;
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("Fire Activated"));
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("Fire Activated"));
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@ -37,13 +37,14 @@ void AShotgunClass::Fire()
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FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread);
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FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread);
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traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
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traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
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GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
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DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow , false, 500.2f, 0U, 0.2f);
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DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow, false, 500.2f, 0U, 0.2f);
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if (outHit.bBlockingHit)
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if (outHit.bBlockingHit)
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{
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{
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GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Orange, FString(TEXT("SHOTGUN HIT")));
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GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Orange, FString(TEXT("SHOTGUN HIT")));
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}
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}
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}
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}
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currentAmmoCount --;
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currentAmmoCount--;
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WeaponFired.Broadcast();
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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GenerateRecoilVector();
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GenerateRecoilVector();
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ClickDetectionTimer();
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ClickDetectionTimer();
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@ -52,7 +53,7 @@ void AShotgunClass::Fire()
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bStopShooting = false;
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bStopShooting = false;
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if (outHit.bBlockingHit)
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if (outHit.bBlockingHit)
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{
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{
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if (outHit.Distance >= FMath::Floor(BulletDistance/2))
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if (outHit.Distance >= FMath::Floor(BulletDistance / 2))
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{
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{
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tempWeaponDamage = WeaponDamage / 2;
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tempWeaponDamage = WeaponDamage / 2;
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}
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}
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@ -66,7 +67,7 @@ void AShotgunClass::Fire()
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}
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}
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HideNeedReloadUI();
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HideNeedReloadUI();
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}
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}
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else if(currentAmmoCount <= 0)
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else if (currentAmmoCount <= 0)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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ShowNeedReloadUI();
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ShowNeedReloadUI();
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@ -82,5 +83,3 @@ void AShotgunClass::StopFire()
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{
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{
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bSingleShotOnly = false;
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bSingleShotOnly = false;
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}
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}
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