Use NakatomiCMC to set Walk and Sprint speed

I am temporarily breaking ADS movement, this will be fixed in subsequent commits
This commit is contained in:
baz 2024-01-04 15:53:24 +00:00
parent af8d8364a4
commit ab3f624ade
1 changed files with 13 additions and 12 deletions

View File

@ -56,9 +56,8 @@ APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer)
CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
// Setup the character movement
UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
CharacterMovementComponent->AirControl = 1.0f;
CharacterMovementComponent->bOrientRotationToMovement = true;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->bOrientRotationToMovement = true;
// Setup the character perception component
PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
@ -269,16 +268,18 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
{
IsSpriting = true;
SetMovementSpeed();
if (NakatomiCMC)
{
NakatomiCMC->EnableSprint();
}
}
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
{
IsSpriting = false;
SetMovementSpeed();
if (NakatomiCMC)
{
NakatomiCMC->DisableSprint();
}
}
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
@ -450,7 +451,7 @@ void APlayerCharacter::OnDeath()
void APlayerCharacter::SetMovementSpeed()
{
if (IsADS)
/*if (IsADS)
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
}
@ -461,7 +462,7 @@ void APlayerCharacter::SetMovementSpeed()
else
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
}
}*/
}
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)