Move `SetInventoryToDefault` call to base character `BeginPlay`
This commit is contained in:
parent
d56e25ad62
commit
4582493b8e
|
@ -17,6 +17,7 @@ void ANakatomiCharacter::BeginPlay()
|
||||||
{
|
{
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
|
|
||||||
|
SetInventoryToDefault();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called every frame
|
// Called every frame
|
||||||
|
|
|
@ -55,7 +55,6 @@ void APlayerCharacter::BeginPlay()
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
|
|
||||||
DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
|
DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
|
||||||
SetInventoryToDefault();
|
|
||||||
|
|
||||||
if (!this->ActorHasTag(FName("Player")))
|
if (!this->ActorHasTag(FName("Player")))
|
||||||
{
|
{
|
||||||
|
@ -237,7 +236,6 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
|
FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
|
||||||
TraceParams.bReturnPhysicalMaterial = true;
|
TraceParams.bReturnPhysicalMaterial = true;
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
|
for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
|
||||||
{
|
{
|
||||||
// Calculate the maximum distance the weapon can fire
|
// Calculate the maximum distance the weapon can fire
|
||||||
|
@ -259,7 +257,6 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
FTransform transform;
|
FTransform transform;
|
||||||
transform.SetLocation(Result.ImpactPoint);
|
transform.SetLocation(Result.ImpactPoint);
|
||||||
auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform, SpawnParameters);
|
auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform, SpawnParameters);
|
||||||
fields.Add(field);
|
|
||||||
|
|
||||||
if (Result.GetActor())
|
if (Result.GetActor())
|
||||||
{
|
{
|
||||||
|
@ -272,8 +269,6 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::SetInventoryToDefault()
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
||||||
|
|
Loading…
Reference in New Issue