Cody WIP before cleanup

This commit is contained in:
2026-06-17 22:49:44 -04:00
parent 299687734f
commit abccaaa14c
7 changed files with 224 additions and 5 deletions

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@@ -65,22 +65,26 @@ bool ADDICharacter::Server_SpawnProjectile_Validate()
void ADDICharacter::Server_SpawnProjectile_Implementation()
{
FVector Location = GetActorLocation();
FRotator Rotation = GetActorRotation();
if (GetMesh()->DoesSocketExist("headSocket"))
Location = GetMesh()->GetSocketLocation("headSocket"); //Socket_Projectile
FRotator Rotation = GetViewRotation();
FVector Dir = GetActorForwardVector();
// GetActorEyesViewPoint(Location, Rotation);
GetActorEyesViewPoint(Location, Rotation);
Location += Dir * 55.f;
Location += Dir * 155.f;
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "No Projectile Set");
return;
}
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = this;
SpawnInfo.Instigator = GetInstigator();
GEngine->AddOnScreenDebugMessage(-1,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
}

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@@ -0,0 +1,124 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DDICharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "OpenConflict/Weapons/Projectiles/ProjectileBase.h"
// Sets default values
ADDICharacter::ADDICharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
// bReplicateMovement = true;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComponent->SetupAttachment(GetMesh(), "headSocket");
CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
CameraComponent->bUsePawnControlRotation = true;
HealthComponent = CreateDefaultSubobject<UDDIHealth>(TEXT("HealthComponent"));
GetCapsuleComponent()->SetCollisionProfileName(TEXT("BlockAllDynamic"));
GetCapsuleComponent()->SetGenerateOverlapEvents(true);
GetCapsuleComponent()->SetNotifyRigidBodyCollision(true);
}
// Called when the game starts or when spawned
void ADDICharacter::BeginPlay()
{
Super::BeginPlay();
if (GetCapsuleComponent())
{
GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &ADDICharacter::OnHit);
}
}
// Called every frame
void ADDICharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
Server_CharacterHit(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit);
}
void ADDICharacter::TakeDamage(int Damage)
{
HealthComponent->TakeDamage(Damage);
}
bool ADDICharacter::Server_SpawnProjectile_Validate()
{
return true;
}
void ADDICharacter::Server_SpawnProjectile_Implementation()
{
FVector Location = GetActorLocation();
if (GetMesh()->DoesSocketExist("headSocket"))
Location = GetMesh()->GetSocketLocation("headSocket"); //Socket_Projectile
FRotator Rotation = GetViewRotation();
FVector Dir = GetActorForwardVector();
GetActorEyesViewPoint(Location, Rotation);
Location += Dir * 155.f;
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "No Projectile Set");
return;
}
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = this;
SpawnInfo.Instigator = GetInstigator();
GEngine->AddOnScreenDebugMessage(-1,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
}
void ADDICharacter::Client_CharacterHit_Implementation()
{
TakeDamage(10);
OnDamageTaken();
}
bool ADDICharacter::Client_CharacterHit_Validate()
{
return true;
}
void ADDICharacter::Server_CharacterHit_Implementation(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
if (AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor))
{
// if (Cast<ADDICharacter>(Projectile->Owner) == this)
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Emerald, "Damage dealt");
Client_CharacterHit();
}
}
bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
return true;
}
void ADDICharacter::OnRep_Health()
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Health Replicated");
}
void ADDICharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ADDICharacter, HealthComponent);
}

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@@ -33,13 +33,14 @@ void AProjectileBase::BeginPlay()
if (collision)
collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
}
// Called every frame
void AProjectileBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FVector Location = GetActorLocation();
GEngine->AddOnScreenDebugMessage(3,10.f,FColor::Red,FString::Printf(TEXT("Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
}

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@@ -13,6 +13,7 @@ AWeaponBase::AWeaponBase()
}
// Called when the game starts or when spawned
void AWeaponBase::BeginPlay()
{
@@ -46,3 +47,82 @@ void AWeaponBase::MagRepacking()
// }
}
}
void AWeaponBase::Server_SpawnProjectile_Implementation()
{
FVector Location;
if (WeaponMesh->DoesSocketExist("Socket_Projectile"))
Location = WeaponMesh->GetSocketLocation("Socket_Projectile");
FRotator Rotation = GetActorRotation();
FVector Dir = GetOwner()->GetActorForwardVector();
// GetActorEyesViewPoint(Location, Rotation);
if (Location.Equals(FVector::ZeroVector))
Location += Dir * 55.f;
else
{
GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Green,TEXT("Server Failed to get Socket Location"));
return;
}
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "Server No Projectile Set");
return;
}
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = GetOwner();
SpawnInfo.Instigator = GetInstigator();
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
AActor* projectile = GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
if (!projectile)
GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Red,TEXT("Failed to Spawn"));
Client_SpawnProjectile();
}
bool AWeaponBase::Server_SpawnProjectile_Validate()
{
return true;
}
void AWeaponBase::Client_SpawnProjectile_Implementation()
{
FVector Location;
if (WeaponMesh->DoesSocketExist("Socket_Projectile"))
Location = WeaponMesh->GetSocketLocation("Socket_Projectile");
FRotator Rotation = GetActorRotation();
FVector Dir = GetActorForwardVector();
// GetActorEyesViewPoint(Location, Rotation);
if (Location.Equals(FVector::ZeroVector))
Location += Dir * 55.f;
else
{
GEngine->AddOnScreenDebugMessage(1,10.f,FColor::Green,TEXT("Client Failed to get Socket Location"));
return;
}
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "Client No Projectile Set");
return;
}
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = this;
SpawnInfo.Instigator = GetInstigator();
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
GEngine->AddOnScreenDebugMessage(1,10.f,FColor::Red,FString::Printf(TEXT("Client Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
}
bool AWeaponBase::Client_SpawnProjectile_Validate()
{
return true;
}

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@@ -37,6 +37,9 @@ private:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
int RESERVE_AMMO_POOL_DEFAULT = 120;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon Ammo", meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> ProjectileClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* WeaponMesh;
@@ -55,6 +58,13 @@ public:
/*Functions*/
UFUNCTION()
void MagRepacking();
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
void Server_SpawnProjectile();
UFUNCTION(Client, Reliable, WithValidation, BlueprintCallable)
void Client_SpawnProjectile();
/*C++ only declarations*/
private: