Bugfix Assault Rifle Out of Alignment
This commit is contained in:
parent
d2df714b60
commit
b96ba07b40
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/D/OU/O2HH4HR7YM08QPG8R3YF3R.uasset
(Stored with Git LFS)
Binary file not shown.
@ -108,6 +108,7 @@ void AEndlessVendettaCharacter::ReloadAnimationComplete()
|
||||
{
|
||||
if (IsValid(PrimaryWeapon))
|
||||
{
|
||||
if (!bIsReloading) return;
|
||||
PrimaryWeapon->WeaponReload();
|
||||
}
|
||||
if (IsValid(SecondaryWeapon))
|
||||
@ -764,7 +765,8 @@ void AEndlessVendettaCharacter::GunReload()
|
||||
if (IsValid(PrimaryWeapon))
|
||||
{
|
||||
if (PrimaryWeapon->currentAmmoCount == PrimaryWeapon->MagazineSize) return;
|
||||
PrimaryWeapon->ReloadTimer();
|
||||
StartReload.Broadcast();
|
||||
//PrimaryWeapon->ReloadTimer();
|
||||
bIsReloading = true;
|
||||
}
|
||||
else if (IsValid(SecondaryWeapon))
|
||||
|
@ -200,7 +200,8 @@ void ABaseWeaponClass::Fire()
|
||||
GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
|
||||
WeaponFired.Broadcast();
|
||||
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
|
||||
endlessVendettaChar->PawnNoiseEmitterComp->MakeNoise(endlessVendettaChar, 1, traceStart); //LITERALLY CHANGE THIS FOR SUPPRESSOR AND IT SHOULD WORK LOL
|
||||
endlessVendettaChar->PawnNoiseEmitterComp->MakeNoise(endlessVendettaChar, 1, traceStart);
|
||||
//LITERALLY CHANGE THIS FOR SUPPRESSOR AND IT SHOULD WORK LOL
|
||||
currentAmmoCount -= 1;
|
||||
GenerateRecoilVector();
|
||||
ClickDetectionTimer();
|
||||
|
Loading…
Reference in New Issue
Block a user