Remove Z-aim lock from player aiming
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@ -224,13 +224,13 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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// TODO: have this start from the end point of the weapon rather than character center
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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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GetController<APlayerController>()->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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AimDir.Z = 0.0;
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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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// Calculate the hit results from the trace
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// Calculate the hit results from the trace
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