Added FOV Changes back for proper zooming

This commit is contained in:
MH261677 2024-01-22 17:46:04 +00:00
parent 31e492e026
commit fb003af73f

View File

@ -430,7 +430,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
GLog->Log("Secondary Weapon Equipped");
}
SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint"));
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
SecondaryWeapon->SetActorHiddenInGame(false);
GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
@ -494,14 +494,14 @@ void AEndlessVendettaCharacter::GunRightClick()
bIsScoped = true;
PrimaryWeapon->WeaponScopedFire();
StartPrimaryWeaponADS();
//this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
}
if (IsValid(SecondaryWeapon) && !bIsScoped)
{
bIsScoped = true;
SecondaryWeapon->WeaponScopedFire();
StartSecondaryWeaponADS();
//this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
}
}
@ -512,14 +512,14 @@ void AEndlessVendettaCharacter::StopGunRightClick()
bIsScoped = false;
PrimaryWeapon->WeaponScopedFire();
StopPrimaryWeaponADS();
//this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
}
if (IsValid(SecondaryWeapon))
{
bIsScoped = false;
SecondaryWeapon->WeaponScopedFire();
StopSecondaryWeaponADS();
//this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
}
}