Use`CurrentWeapon` properties in `CalculateHits`

This commit is contained in:
Louis Hobbs 2023-01-13 21:21:56 +00:00
parent 4712d405d5
commit 3007c56580
1 changed files with 16 additions and 12 deletions

View File

@ -192,8 +192,8 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
// Set up randomness
const int32 RandomSeed = FMath::Rand();
FRandomStream WeaponRandomStream(RandomSeed);
const float Spread = 1.0f; // TODO: Replace with a more sensible value later
const float Range = 50000.f; // TODO: Replace with a more sensible value later
const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
// Calculate starting position and direction
FVector TraceStart;
@ -207,11 +207,14 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
// Calculate the hit results from the trace
TArray<FHitResult> HitResults;
/// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
TraceParams.bReturnPhysicalMaterial = true;
/// Calculate the maximum distance the weapon can fire
for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
{
// Calculate the maximum distance the weapon can fire
FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, FMath::DegreesToRadians(Spread), FMath::DegreesToRadians(Spread));
FVector MaxHitLoc = TraceStart + (ShootDir * Range);
@ -225,6 +228,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
// TODO: Handle hits in a meaningful way
}
}
}
void APlayerCharacter::SetInventoryToDefault()
{