Updated GunShooting to fix grabbing forward vector of guncomp
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:d580d82ff6abdbebffa1e57dc264fb6e4b0e6c53e28aa0c853b56149f7867471
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oid sha256:00e38eda0524fe228dc71f14ef9f96ebec3f8142ffaeca9366f253a7456d529b
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size 27305
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size 27305
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:21afd371e599a3fb2c37e3662406978c3305c602a1c77bb3717e9bc4f2514b48
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oid sha256:6c3599c78d84a6895d06de8ce3697a6aefd517ac0105d041cab6f5124090bb3b
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size 35926
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size 35834
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:51cc0f9f0adae065e9941acdd88abe2fe5f7015a3a5343a63f7b0507e90c21ed
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oid sha256:694f084a31b369305b9cf0e066786a624f73721bf819d3823177703341f0b98c
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size 28900
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size 28902
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:5b8b34286278ebb69adb37de9d922ea859ecab2e2547f7e3a634d75c61522828
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oid sha256:51fdff374c4c25c321646b9315bc5286b1ddc89511a597538bf96bea96222e02
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size 5061
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size 5061
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@ -89,7 +89,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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//Weapon Shooting
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//Weapon Shooting
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
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EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
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EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::HoldFireCaller);
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//EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::CancelFire);
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}
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}
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}
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}
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@ -197,10 +198,28 @@ void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::TapFireCaller()
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void AEndlessVendettaCharacter::TapFireCaller()
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
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UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
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if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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PrimaryWeapon->TapFire();
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PrimaryWeapon->TapFire();
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}
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}
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if (IsValid(SecondaryWeapon))
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{
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SecondaryWeapon->TapFire();
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}
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}
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void AEndlessVendettaCharacter::HoldFireCaller()
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{
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UE_LOG(LogTemp, Warning, TEXT("Hold Fire"));
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if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
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{
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PrimaryWeapon->HoldFire();
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}
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}
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void AEndlessVendettaCharacter::CancelFire()
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{
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PrimaryWeapon->CancelFire();
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}
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}
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@ -103,6 +103,11 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void TapFireCaller();
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void TapFireCaller();
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void HoldFireCaller();
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void CancelFire();
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protected:
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protected:
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/** Called for movement input */
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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void Move(const FInputActionValue& Value);
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@ -37,9 +37,44 @@ void ABaseWeaponClass::Tick(float DeltaTime)
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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void ABaseWeaponClass::ClickDetectionTimer()
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{
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if (GetWorldTimerManager().IsTimerActive(timerHandle))
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{
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return;
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}
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GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::TapFire, 1 / FireRate, false);
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}
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void ABaseWeaponClass::CancelFire()
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{
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GetWorldTimerManager().ClearTimer(timerHandle);
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}
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void ABaseWeaponClass::TapFire()
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void ABaseWeaponClass::TapFire()
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{
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{
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FTimerHandle timerHandle;
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FHitResult outHit;
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FVector traceStart;
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FVector traceEnd;
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traceStart = GunStartArrow->GetComponentLocation();
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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FCollisionQueryParams collisionParams;
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collisionParams.AddIgnoredActor(player);
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collisionParams.AddIgnoredActor(this);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true, 500.0f, 0U, 5.f);
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if (outHit.bBlockingHit)
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{
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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}
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}
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void ABaseWeaponClass::HoldFire()
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{
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FHitResult outHit;
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FHitResult outHit;
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FVector traceStart;
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FVector traceStart;
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FVector traceEnd;
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FVector traceEnd;
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@ -48,7 +83,6 @@ void ABaseWeaponClass::TapFire()
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FCollisionQueryParams collisionParams;
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FCollisionQueryParams collisionParams;
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collisionParams.AddIgnoredActor(player);
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collisionParams.AddIgnoredActor(player);
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collisionParams.AddIgnoredActor(this);
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collisionParams.AddIgnoredActor(this);
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GetWorldTimerManager().SetTimer(timerHandle, 1 / FireRate, false, 1.0f);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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//Debug line to see where the trace hit
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@ -56,6 +90,5 @@ void ABaseWeaponClass::TapFire()
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if (outHit.bBlockingHit)
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if (outHit.bBlockingHit)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
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}
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}
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}
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}
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@ -45,9 +45,21 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void TapFire();
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void TapFire();
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void HoldFire();
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void ClickDetectionTimer();
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void CancelFire();
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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ACharacter* player;
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ACharacter* player;
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FTimerHandle timerHandle;
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bool bFirstBulletShot = false;
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private:
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private:
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UArrowComponent* GunStartArrow;
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UArrowComponent* GunStartArrow;
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