Disable DebugLines for shots

This commit is contained in:
baz 2024-04-10 01:31:48 +01:00
parent dc85c69258
commit 0e6ac1fc2f
2 changed files with 3 additions and 4 deletions

View File

@ -107,7 +107,6 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
// Set up randomness
const int32 RandomSeed = FMath::Rand();
FRandomStream WeaponRandomStream(RandomSeed);
const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread * WeaponSpreadModifier;
const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
@ -138,7 +137,7 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
for (FHitResult Result : HitResults)
{
hits->Add(Result);
DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Red, true, 500, 0U, 0);
// DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Red, true, 500, 0U, 0);
}
}
}

View File

@ -15,7 +15,7 @@
#include "NakatomiCMC.h"
#include "WeaponThrowable.h"
#include "NiagaraFunctionLibrary.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#define COLLISION_WEAPON ECC_GameTraceChannel1
@ -369,7 +369,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
for (FHitResult Result : HitResults)
{
hits->Add(Result);
DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
// DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
}
}
}