Disable DebugLines for shots
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				| @ -107,7 +107,6 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir) | |||||||
| 	// Set up randomness
 | 	// Set up randomness
 | ||||||
| 	const int32 RandomSeed = FMath::Rand(); | 	const int32 RandomSeed = FMath::Rand(); | ||||||
| 	FRandomStream WeaponRandomStream(RandomSeed); | 	FRandomStream WeaponRandomStream(RandomSeed); | ||||||
| 	const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread; |  | ||||||
| 	const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread * WeaponSpreadModifier; | 	const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread * WeaponSpreadModifier; | ||||||
| 	const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange; | 	const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange; | ||||||
| 
 | 
 | ||||||
| @ -138,7 +137,7 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir) | |||||||
| 		for (FHitResult Result : HitResults) | 		for (FHitResult Result : HitResults) | ||||||
| 		{ | 		{ | ||||||
| 			hits->Add(Result); | 			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);
 | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  | |||||||
| @ -369,7 +369,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir) | |||||||
| 		for (FHitResult Result : HitResults) | 		for (FHitResult Result : HitResults) | ||||||
| 		{ | 		{ | ||||||
| 			hits->Add(Result); | 			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);
 | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  | |||||||
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