Bugfix Assault Rifle Out of Alignment
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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@ -108,6 +108,7 @@ void AEndlessVendettaCharacter::ReloadAnimationComplete()
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{
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{
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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if (!bIsReloading) return;
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PrimaryWeapon->WeaponReload();
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PrimaryWeapon->WeaponReload();
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}
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}
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if (IsValid(SecondaryWeapon))
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if (IsValid(SecondaryWeapon))
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@ -764,7 +765,8 @@ void AEndlessVendettaCharacter::GunReload()
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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if (PrimaryWeapon->currentAmmoCount == PrimaryWeapon->MagazineSize) return;
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if (PrimaryWeapon->currentAmmoCount == PrimaryWeapon->MagazineSize) return;
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PrimaryWeapon->ReloadTimer();
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StartReload.Broadcast();
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//PrimaryWeapon->ReloadTimer();
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bIsReloading = true;
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bIsReloading = true;
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}
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}
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else if (IsValid(SecondaryWeapon))
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else if (IsValid(SecondaryWeapon))
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@ -893,7 +895,7 @@ bool AEndlessVendettaCharacter::UpdateGadgetType(TSubclassOf<AGadgetBase> NewGad
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if (NewGadgetClass.GetDefaultObject()->IsA(AReconGadget::StaticClass())) ToggleRecon();
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if (NewGadgetClass.GetDefaultObject()->IsA(AReconGadget::StaticClass())) ToggleRecon();
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else if (NewGadgetClass.GetDefaultObject()->IsA(ACombatGadget::StaticClass())) ToggleCombat();
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else if (NewGadgetClass.GetDefaultObject()->IsA(ACombatGadget::StaticClass())) ToggleCombat();
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return true;
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return true;
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}
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}
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@ -200,7 +200,8 @@ void ABaseWeaponClass::Fire()
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GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
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GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
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WeaponFired.Broadcast();
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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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endlessVendettaChar->PawnNoiseEmitterComp->MakeNoise(endlessVendettaChar, 1, traceStart); //LITERALLY CHANGE THIS FOR SUPPRESSOR AND IT SHOULD WORK LOL
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endlessVendettaChar->PawnNoiseEmitterComp->MakeNoise(endlessVendettaChar, 1, traceStart);
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//LITERALLY CHANGE THIS FOR SUPPRESSOR AND IT SHOULD WORK LOL
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currentAmmoCount -= 1;
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currentAmmoCount -= 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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