// Fill out your copyright notice in the Description page of Project Settings. #include "WeaponBase.h" // Sets default values 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(TEXT("Weapon Component")); } // Called when the game starts or when spawned 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); } } // Called every frame void AWeaponBase::Tick(float DeltaTime) { Super::Tick(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; // } } }