Merge branch 'dev' into GunAnimation
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commit
e8c3a10c57
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/24/JBARER4CBJ0QZT5CZY8ID6.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/24/JBARER4CBJ0QZT5CZY8ID6.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/GQ/QPISORMXEPSB0MNOUMBIZ4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/GQ/QPISORMXEPSB0MNOUMBIZ4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/V5/00HOTT7GJB6N5M6TZHPJO5.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/V5/00HOTT7GJB6N5M6TZHPJO5.uasset
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@ -1,2 +0,0 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/Environment/Highlighting/HighlightingSourceSnapshotLocation/@EntryValue">C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr</s:String></wpf:ResourceDictionary>
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@ -251,6 +251,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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void AEndlessVendettaCharacter::Interact()
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void AEndlessVendettaCharacter::Interact()
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{
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{
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if (bIsReloading) return;
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UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called"));
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UE_LOG(LogTemp, Warning, TEXT("Interaction Has Been Called"));
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (bIsInDialogue)
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if (bIsInDialogue)
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@ -336,6 +337,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
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void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleRecon()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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@ -359,6 +361,7 @@ void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleCombat()
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void AEndlessVendettaCharacter::ToggleCombat()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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@ -384,6 +387,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
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//When 1 is pressed it calls EquipPrimary
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//When 1 is pressed it calls EquipPrimary
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void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipPrimary()
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{
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{
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if (bIsReloading) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -444,6 +448,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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{
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{
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if (bIsReloading) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -498,6 +503,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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{
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{
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if (bIsReloading) return;
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FDetachmentTransformRules DetatchRules(EDetachmentRule::KeepWorld, false);
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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@ -571,6 +577,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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//Calls the fire function in the baseWeaponClass
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::FireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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{
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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{
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{
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@ -596,6 +603,7 @@ void AEndlessVendettaCharacter::StopFire()
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void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::GunRightClick()
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{
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{
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if (bIsReloading) return;
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if (InPauseMenu) return;
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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{
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{
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@ -615,6 +623,7 @@ void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::StopGunRightClick()
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void AEndlessVendettaCharacter::StopGunRightClick()
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{
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{
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if (bIsReloading) return;
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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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bIsScoped = false;
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bIsScoped = false;
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@ -37,7 +37,11 @@ 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::Black , false, 0.2f, 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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{
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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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currentAmmoCount --;
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currentAmmoCount --;
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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