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2 Commits
WeaponBase
...
5bf29d6cdb
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cc1c8fa880 |
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Content/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed.uasset
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Content/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed.uasset
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Content/Input/Crouch_IA.uasset
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Content/Input/Crouch_IA.uasset
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Content/ProofOfConcept/CharacterMovementComponent_BP.uasset
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Content/ProofOfConcept/CharacterMovementComponent_BP.uasset
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@@ -68,20 +68,16 @@ void ADDICharacter::Server_SpawnProjectile_Implementation()
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FRotator Rotation = GetActorRotation();
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetActorForwardVector();
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FVector Dir = GetActorForwardVector();
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// GetActorEyesViewPoint(Location, Rotation);
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Location += Dir * 200.f;
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Location += Dir * 55.f;
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if (!ProjectileClass)
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if (!ProjectileClass)
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{
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{
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
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return;
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return;
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}
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}
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.Owner = this;
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SpawnInfo.Instigator = GetInstigator();
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
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}
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}
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void ADDICharacter::Client_CharacterHit_Implementation()
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void ADDICharacter::Client_CharacterHit_Implementation()
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@@ -1,63 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MagazineActor.h"
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#include "OpenConflict/PlayerCharacter/Components/DDIHealth.h"
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// Sets default values
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AMagazineActor::AMagazineActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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}
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// Called when the game starts or when spawned
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void AMagazineActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMagazineActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (!ActiveMag && CurrentCount < MAX_COUNT )
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{
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GetWorld()->GetTimerManager().SetTimer(RepackTimer, this, &AMagazineActor::PackMag, RepackDelay, true, RepackDelay);
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}
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}
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void AMagazineActor::PackMag()
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{
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if (hasReserveAmmo)
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{
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CurrentCount += 1;
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AMMO_REPACK.Broadcast();
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}
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if (CurrentCount >= MAX_COUNT)
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{
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CurrentCount = MAX_COUNT;
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GetWorld()->GetTimerManager().ClearTimer(RepackTimer);
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}
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}
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void AMagazineActor::StripRound()
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{
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CurrentCount -= 1;
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if (CurrentCount <= 0)
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{
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CurrentCount = 0;
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}
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}
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void AMagazineActor::SetAmmoValues(int MaxCount)
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{
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MAX_COUNT = MaxCount;
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CurrentCount = MAX_COUNT;
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}
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@@ -1,76 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "MagazineActor.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAMMO_REPACK);
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UCLASS()
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class OPENCONFLICT_API AMagazineActor : public AActor
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{
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int MAX_COUNT;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int CurrentCount;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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bool ActiveMag = false;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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float RepackDelay = 0.5f;
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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public:
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/*Properties*/
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UPROPERTY(BlueprintAssignable)
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FAMMO_REPACK AMMO_REPACK;
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/*Functions*/
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UFUNCTION(BlueprintImplementableEvent)
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void EmptyMagEvent();
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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void PackMag();
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protected:
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/*Properties*/
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FTimerHandle RepackTimer;
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/*Functions*/
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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/*Properties*/
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bool hasReserveAmmo = true;
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/*Functions*/
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// Sets default values for this actor's properties
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AMagazineActor();
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AMagazineActor(int MaxCount);
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void StripRound();
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void SetAmmoValues(int MaxCount);
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};
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@@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MagazineComponenet.h"
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// Sets default values for this component's properties
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UMagazineComponenet::UMagazineComponenet()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UMagazineComponenet::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UMagazineComponenet::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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@@ -1,28 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "MagazineComponenet.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UMagazineComponenet : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UMagazineComponenet();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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@@ -8,8 +8,6 @@ AWeaponBase::AWeaponBase()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon Component"));
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}
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}
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@@ -17,13 +15,6 @@ AWeaponBase::AWeaponBase()
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void AWeaponBase::BeginPlay()
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void AWeaponBase::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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// AMMO_REPACK.AddDynamic(this, &AWeaponBase::MagRepacking);
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for (int i = 0; i < RESERVE_MAG_COUNT; i++)
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{
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// AMagazineActor* mag = new AMagazineActor();
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// mag->SetAmmoValues(MAX_AMMO_COUNT);
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// ActiveMags.Add(mag);
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}
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}
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}
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@@ -34,15 +25,3 @@ void AWeaponBase::Tick(float DeltaTime)
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}
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}
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void AWeaponBase::MagRepacking()
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{
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RESERVE_AMMO_POOL_DEFAULT -= 1;
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if (RESERVE_AMMO_POOL_DEFAULT <= 0)
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{
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RESERVE_AMMO_POOL_DEFAULT = 0;
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// for (AMagazineActor* mag : ActiveMags)
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// {
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// mag->hasReserveAmmo = false;
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// }
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}
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}
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@@ -4,8 +4,6 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/Actor.h"
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#include "WeaponEnums.h"
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// #include "UMagazine.h"
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#include "WeaponBase.generated.h"
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#include "WeaponBase.generated.h"
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UCLASS()
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UCLASS()
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@@ -13,70 +11,16 @@ class OPENCONFLICT_API AWeaponBase : public AActor
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon HUD", meta=(AllowPrivateAccess=true))
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UTexture2D* Texture;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
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WeaponNames WeaponNameEnum;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
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FName AttachSocketName;
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/*Ammo counter for in mags*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int MAX_AMMO_COUNT = 30; //Tracks max ammo in one mag, not to be edited during runtime ever
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UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int MagIndex; //Tracks index for ActiveMags Array
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// UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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// TArray<UMagazine*> ActiveMags; //Tracks all mags for weapon
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int RESERVE_MAG_COUNT = 2; //Tracks how many mags are kept in reserve. DO NOT INCLUDE MAG IN WEAPON
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int RESERVE_AMMO_POOL_DEFAULT = 120;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* WeaponMesh;
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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public:
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public:
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/*Properties*/
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// Sets default values for this actor's properties
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// UPROPERTY(BlueprintAssignable)
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AWeaponBase();
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// FAMMO_REPACK AMMO_REPACK;
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/*Functions*/
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UFUNCTION()
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void MagRepacking();
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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protected:
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protected:
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/*Properties*/
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/*Functions*/
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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/*Properties*/
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/*Functions*/
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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// Sets default values for this actor's properties
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AWeaponBase();
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};
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};
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@@ -1,13 +0,0 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "WeaponEnums.generated.h"
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UENUM(BlueprintType)
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enum class WeaponNames : uint8
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{
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Pistol = 0 UMETA(DisplayName = "Pistol"),
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Rifle = 1 UMETA(DisplayName = "Rifle"),
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Shotgun = 2 UMETA(DisplayName = "Shotgun"),
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Sniper = 3 UMETA(DisplayName = "Sniper")
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};
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Reference in New Issue
Block a user