Fixed more issues with character
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parent
089b680fe4
commit
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@ -10,7 +10,6 @@
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<list default="true" id="dfa3053d-1d51-4dad-9270-4c17e086f627" name="Changes" comment="">
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<list default="true" id="dfa3053d-1d51-4dad-9270-4c17e086f627" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" afterDir="false" />
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</list>
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -462,7 +462,6 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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}
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}
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bIsWeaponPickedUp = true;
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bIsWeaponPickedUp = true;
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PrimaryWeaponClass = Outhit->GetClass();
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PrimaryWeaponClass = Outhit->GetClass();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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{
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@ -473,10 +472,6 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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Outhit->Destroy();
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Outhit->Destroy();
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EquipPrimary();
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EquipPrimary();
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if (bIsCurrentlyHoldingWeapon)
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{
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//do stuff here
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}
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}
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}
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if (Outhit->ActorHasTag("SecondaryWeapon"))
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if (Outhit->ActorHasTag("SecondaryWeapon"))
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{
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{
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