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