Fixed More FOV issues and removed FOV when Sprinting
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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EndlessVendetta/Content/Levels/TrainingFacility.umap
(Stored with Git LFS)
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@ -86,7 +86,6 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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}
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else if (MoveGroundSpeed <= 0)
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{
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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bIsPlayerMoving = false;
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}
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if (bPressedJump)
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@ -105,7 +104,6 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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if (CurrentStamina <= 0.0f)
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{
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bIsPlayerSprinting = false;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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CurrentStamina = 0.0f;
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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}
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@ -554,7 +552,6 @@ void AEndlessVendettaCharacter::Sprint()
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if (MoveGroundSpeed > 0)
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{
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CharacterMovement->MaxWalkSpeed = SprintSpeed;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(100);
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}
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}
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}
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@ -566,7 +563,6 @@ void AEndlessVendettaCharacter::StopSprint()
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{
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UE_LOG(LogTemp, Display, TEXT("Player stopped sprinting"));
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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}
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}
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@ -590,7 +586,6 @@ void AEndlessVendettaCharacter::Jumping()
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void AEndlessVendettaCharacter::StopJump()
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{
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Super::StopJumping();
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UE_LOG(LogTemp, Display, TEXT("Player has stopped jumping"));
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bHasPlayerJumped = false;
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}
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@ -127,7 +127,7 @@ public:
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bool bIsPlayerMoving = false;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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bool bIsPlayerSprinting = false;
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double MoveGroundSpeed;
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@ -177,6 +177,7 @@ public:
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void Jumping();
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void StopJump();
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UPROPERTY(BlueprintReadWrite)
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bool bHasPlayerJumped = false;
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UArrowComponent* ScopedLocationArrow;
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