2 Commits

Author SHA1 Message Date
Kukukakhew
5bf29d6cdb Merge branch 'MenusAndStuffpt2' of https://git.keeper317.com/Keeper317/open-conflict into MenusAndStuffpt2 2026-01-03 22:58:03 -05:00
Kukukakhew
cc1c8fa880 Added Crouch input/speed/logic 2026-01-03 22:53:17 -05:00
14 changed files with 9 additions and 304 deletions

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@@ -68,20 +68,16 @@ void ADDICharacter::Server_SpawnProjectile_Implementation()
FRotator Rotation = GetActorRotation();
FVector Dir = GetActorForwardVector();
// GetActorEyesViewPoint(Location, Rotation);
Location += Dir * 55.f;
Location += Dir * 200.f;
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
return;
}
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = this;
SpawnInfo.Instigator = GetInstigator();
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
}
void ADDICharacter::Client_CharacterHit_Implementation()

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@@ -1,63 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MagazineActor.h"
#include "OpenConflict/PlayerCharacter/Components/DDIHealth.h"
// Sets default values
AMagazineActor::AMagazineActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
}
// Called when the game starts or when spawned
void AMagazineActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMagazineActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!ActiveMag && CurrentCount < MAX_COUNT )
{
GetWorld()->GetTimerManager().SetTimer(RepackTimer, this, &AMagazineActor::PackMag, RepackDelay, true, RepackDelay);
}
}
void AMagazineActor::PackMag()
{
if (hasReserveAmmo)
{
CurrentCount += 1;
AMMO_REPACK.Broadcast();
}
if (CurrentCount >= MAX_COUNT)
{
CurrentCount = MAX_COUNT;
GetWorld()->GetTimerManager().ClearTimer(RepackTimer);
}
}
void AMagazineActor::StripRound()
{
CurrentCount -= 1;
if (CurrentCount <= 0)
{
CurrentCount = 0;
}
}
void AMagazineActor::SetAmmoValues(int MaxCount)
{
MAX_COUNT = MaxCount;
CurrentCount = MAX_COUNT;
}

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@@ -1,76 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MagazineActor.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAMMO_REPACK);
UCLASS()
class OPENCONFLICT_API AMagazineActor : public AActor
{
GENERATED_BODY()
/*UPROPERTY and UFUNCTION declarations*/
private:
/*Properties*/
UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
int MAX_COUNT;
UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
int CurrentCount;
UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
bool ActiveMag = false;
UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
float RepackDelay = 0.5f;
/*Functions*/
protected:
/*Properties*/
/*Functions*/
public:
/*Properties*/
UPROPERTY(BlueprintAssignable)
FAMMO_REPACK AMMO_REPACK;
/*Functions*/
UFUNCTION(BlueprintImplementableEvent)
void EmptyMagEvent();
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
void PackMag();
protected:
/*Properties*/
FTimerHandle RepackTimer;
/*Functions*/
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
/*Properties*/
bool hasReserveAmmo = true;
/*Functions*/
// Sets default values for this actor's properties
AMagazineActor();
AMagazineActor(int MaxCount);
// Called every frame
virtual void Tick(float DeltaTime) override;
void StripRound();
void SetAmmoValues(int MaxCount);
};

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@@ -1,34 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MagazineComponenet.h"
// Sets default values for this component's properties
UMagazineComponenet::UMagazineComponenet()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UMagazineComponenet::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UMagazineComponenet::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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@@ -1,28 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MagazineComponenet.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class OPENCONFLICT_API UMagazineComponenet : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UMagazineComponenet();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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@@ -8,8 +8,6 @@ AWeaponBase::AWeaponBase()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon Component"));
}
@@ -17,13 +15,6 @@ AWeaponBase::AWeaponBase()
void AWeaponBase::BeginPlay()
{
Super::BeginPlay();
// AMMO_REPACK.AddDynamic(this, &AWeaponBase::MagRepacking);
for (int i = 0; i < RESERVE_MAG_COUNT; i++)
{
// AMagazineActor* mag = new AMagazineActor();
// mag->SetAmmoValues(MAX_AMMO_COUNT);
// ActiveMags.Add(mag);
}
}
@@ -34,15 +25,3 @@ void AWeaponBase::Tick(float DeltaTime)
}
void AWeaponBase::MagRepacking()
{
RESERVE_AMMO_POOL_DEFAULT -= 1;
if (RESERVE_AMMO_POOL_DEFAULT <= 0)
{
RESERVE_AMMO_POOL_DEFAULT = 0;
// for (AMagazineActor* mag : ActiveMags)
// {
// mag->hasReserveAmmo = false;
// }
}
}

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@@ -4,8 +4,6 @@
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "WeaponEnums.h"
// #include "UMagazine.h"
#include "WeaponBase.generated.h"
UCLASS()
@@ -13,70 +11,16 @@ class OPENCONFLICT_API AWeaponBase : public AActor
{
GENERATED_BODY()
/*UPROPERTY and UFUNCTION declarations*/
private:
/*Properties*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon HUD", meta=(AllowPrivateAccess=true))
UTexture2D* Texture;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
WeaponNames WeaponNameEnum;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
FName AttachSocketName;
/*Ammo counter for in mags*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
int MAX_AMMO_COUNT = 30; //Tracks max ammo in one mag, not to be edited during runtime ever
UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
int MagIndex; //Tracks index for ActiveMags Array
// UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
// TArray<UMagazine*> ActiveMags; //Tracks all mags for weapon
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
int RESERVE_MAG_COUNT = 2; //Tracks how many mags are kept in reserve. DO NOT INCLUDE MAG IN WEAPON
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
int RESERVE_AMMO_POOL_DEFAULT = 120;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* WeaponMesh;
/*Functions*/
protected:
/*Properties*/
/*Functions*/
public:
/*Properties*/
// UPROPERTY(BlueprintAssignable)
// FAMMO_REPACK AMMO_REPACK;
/*Functions*/
UFUNCTION()
void MagRepacking();
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
// Sets default values for this actor's properties
AWeaponBase();
protected:
/*Properties*/
/*Functions*/
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
/*Properties*/
/*Functions*/
// Called every frame
virtual void Tick(float DeltaTime) override;
// Sets default values for this actor's properties
AWeaponBase();
};

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@@ -1,13 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "WeaponEnums.generated.h"
UENUM(BlueprintType)
enum class WeaponNames : uint8
{
Pistol = 0 UMETA(DisplayName = "Pistol"),
Rifle = 1 UMETA(DisplayName = "Rifle"),
Shotgun = 2 UMETA(DisplayName = "Shotgun"),
Sniper = 3 UMETA(DisplayName = "Sniper")
};