Add attach weapon to hand socket
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7c979f613a
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@ -51,6 +51,7 @@ void APlayerCharacter::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
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DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
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SetInventoryToDefault();
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}
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}
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// Called every frame
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// Called every frame
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@ -281,8 +282,14 @@ void APlayerCharacter::InventoryDecrement()
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AWeapon* APlayerCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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AWeapon* APlayerCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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{
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{
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// TODO: All logic to spawn weapon into level then deactivate it until needed
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FActorSpawnParameters SpawnParameters;
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return nullptr;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
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Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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Weapon->SetActorEnableCollision(false);
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Weapon->SetActorHiddenInGame(true);
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return Weapon;
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}
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}
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AWeapon* APlayerCharacter::GetCurrentWeapon()
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AWeapon* APlayerCharacter::GetCurrentWeapon()
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@ -292,5 +299,19 @@ AWeapon* APlayerCharacter::GetCurrentWeapon()
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void APlayerCharacter::SetCurrentWeapon(AWeapon* weapon)
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void APlayerCharacter::SetCurrentWeapon(AWeapon* weapon)
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{
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{
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// TODO: Add setting weapon logic here
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if (CurrentWeapon == weapon)
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{
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return;
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}
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if (CurrentWeapon)
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{
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CurrentWeapon->SetActorHiddenInGame(true);
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}
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if (weapon)
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{
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CurrentWeapon = weapon;
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CurrentWeapon->SetActorHiddenInGame(false);
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}
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}
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}
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