Enable Ragdoll on player death
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7571a7fe7a
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@ -3,6 +3,8 @@
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#include "PlayerCharacter.h"
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#include "PlayerCharacter.h"
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// You can remove these, this is just to get intellisense to work
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// You can remove these, this is just to get intellisense to work
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#include <Components/CapsuleComponent.h>
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#include "InputTriggers.h"
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#include "InputTriggers.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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@ -232,7 +234,16 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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// Calculate starting position and direction
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// Calculate starting position and direction
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FVector TraceStart;
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FVector TraceStart;
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FRotator PlayerRot;
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FRotator PlayerRot;
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GetController<APlayerController>()->GetPlayerViewPoint(TraceStart, PlayerRot);
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APlayerController* Con;
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Con = GetController<APlayerController>();
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if (!Con)
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{
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return;
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}
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Con->GetPlayerViewPoint(TraceStart, PlayerRot);
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TraceStart = GetRootComponent()->GetComponentLocation();
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TraceStart = GetRootComponent()->GetComponentLocation();
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FVector AimDir = PlayerRot.Vector();
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FVector AimDir = PlayerRot.Vector();
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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@ -308,6 +319,30 @@ void APlayerCharacter::OnDeath()
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{
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{
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Super::OnDeath();
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Super::OnDeath();
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UE_LOG(LogTemp, Error, TEXT("YOU ARE DEAD!"));
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UE_LOG(LogTemp, Error, TEXT("YOU ARE DEAD!"));
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this->DetachFromControllerPendingDestroy();
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this->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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this->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
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this->GetMesh()->SetCollisionProfileName("Ragdoll");
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this->SetActorEnableCollision(true);
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this->GetMesh()->SetAllBodiesSimulatePhysics(true);
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this->GetMesh()->SetSimulatePhysics(true);
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this->GetMesh()->WakeAllRigidBodies();
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this->GetMesh()->bBlendPhysics = true;
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if (auto characterMovementComponent = this->GetCharacterMovement())
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{
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characterMovementComponent->StopMovementImmediately();
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characterMovementComponent->DisableMovement();
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characterMovementComponent->SetComponentTickEnabled(false);
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}
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this->SetLifeSpan(10.0f);
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IsFiring = false;
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ClearAllTimers();
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}
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}
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void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
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