Disallow Sprinting and Aiming Downsights at the same time
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23db1dff33
commit
91f2befa71
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@ -298,22 +298,24 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
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{
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{
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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UNakatomiCMC* cmc = GetCharacterMovementComponent();
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if (!IsADS && cmc)
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{
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{
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cmc->EnableSprint();
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cmc->EnableSprint();
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}
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IsSprinting = true;
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IsSprinting = true;
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}
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}
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}
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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{
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{
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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UNakatomiCMC* cmc = GetCharacterMovementComponent();
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if (!IsADS && cmc)
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{
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{
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cmc->DisableSprint();
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cmc->DisableSprint();
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}
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IsSprinting = false;
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IsSprinting = false;
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}
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}
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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@ -518,6 +520,11 @@ void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Insta
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void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& Instance)
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{
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{
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if (IsSprinting)
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{
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return;
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}
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IsADS = true;
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IsADS = true;
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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@ -544,6 +551,11 @@ void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& In
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void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Instance)
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{
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{
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if (IsSprinting)
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{
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return;
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}
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IsADS = false;
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IsADS = false;
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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