Removed Unmatching code in PrimaryWeapon switcher
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@ -382,7 +382,6 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) 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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bHasRifle = true;
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bHasRifle = true;
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@ -394,30 +393,13 @@ void AEndlessVendettaCharacter::EquipPrimary()
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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bIsPrimaryWeaponCreated = true;
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bIsPrimaryWeaponCreated = true;
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}
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}
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//UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
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//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
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GLog->Log("Primary Weapon Equipped");
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GLog->Log("Secondary Weapon Equipped");
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}
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}
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if (!IsValid(PrimaryWeaponActor)) return;
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Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Equip", "Pri");
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorHiddenInGame(false);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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// bHasRifle = true;
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// // if(!bIsPrimaryWeaponCreated)
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// // {
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// // //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass
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// // //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object
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// // //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor
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// // PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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// // PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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// // PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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// // PrimaryWeapon->SetActorHiddenInGame(false);
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// // bIsPrimaryWeaponCreated = true;
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// // }
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}
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}
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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