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100 changed files with 8 additions and 341 deletions
Content
AnimStarterPack
ABP_Manequin.uassetAim_Space_Hip.uassetAim_Space_Ironsights.uassetBS_Crouch_Walk.uassetBS_Crouch_Walk_ADS.uassetBS_Ironsights_Walk.uassetBS_Walk.uassetCrouch_Idle_Rifle_Hip.uassetCrouch_Idle_Rifle_Ironsights.uassetCrouch_Walk_Bwd_Rifle_Hip.uassetCrouch_Walk_Bwd_Rifle_Ironsights.uassetCrouch_Walk_Fwd_Rifle_Hip.uassetCrouch_Walk_Fwd_Rifle_Ironsights.uassetCrouch_Walk_Lt_Rifle_Hip.uassetCrouch_Walk_Lt_Rifle_Ironsights.uassetCrouch_Walk_Rt_Rifle_Hip.uassetCrouch_Walk_Rt_Rifle_Ironsights.uassetCrouch_to_Stand_Rifle_Hip.uassetCrouch_to_Stand_Rifle_Ironsights.uassetDeath_1.uassetDeath_2.uassetDeath_3.uassetDeath_Ironsights_1.uassetDeath_Ironsights_2.uassetEquip_Pistol_Standing.uassetEquip_Rifle_Standing.uassetFire_Rifle_Hip.uassetFire_Rifle_Ironsights.uassetFire_Shotgun_Hip.uassetFire_Shotgun_Ironsights.uassetHit_React_1.uassetHit_React_2.uassetHit_React_3.uassetHit_React_4.uassetIdle_Pistol.uassetIdle_Rifle_Hip.uassetIdle_Rifle_Hip_Break1.uassetIdle_Rifle_Hip_Break2.uassetIdle_Rifle_Ironsights.uassetJog_Bwd_Rifle.uassetJog_Fwd_Rifle.uassetJog_Lt_Rifle.uassetJog_Rt_Rifle.uassetJump_From_Jog.uassetJump_From_Stand.uassetJump_From_Stand_Ironsights.uassetProne_Death_1.uassetProne_Death_2.uassetProne_Fire_1.uassetProne_Fire_2.uassetProne_Idle.uassetProne_Reload_Rifle.uassetProne_Reload_Shotgun.uassetProne_To_Stand.uassetReload_Pistol.uassetReload_Rifle_Hip.uassetReload_Rifle_Ironsights.uassetReload_Shotgun_Hip.uassetReload_Shotgun_Ironsights.uassetShowcase.umapSprint_Fwd_Rifle.uassetStand_To_Prone.uassetStand_to_Crouch_Rifle_Hip.uassetStand_to_Crouch_Rifle_Ironsights.uassetThrow.uassetThrow_Montage.uasset
UE4_Mannequin
Walk_Bwd_Rifle_Ironsights.uassetWalk_Fwd_Rifle_Ironsights.uassetWalk_Lt_Rifle_Ironsights.uassetWalk_Rt_Rifle_Ironsights.uassetdash.uassetdash_Montage.uasset
Levels
Player
Source/Nakatomi

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Content/AnimStarterPack/BS_Walk.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Death_1.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Hit_React_1.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Hit_React_4.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Idle_Pistol.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Prone_Idle.uasset (Stored with Git LFS)

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Content/AnimStarterPack/Throw.uasset (Stored with Git LFS)

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Content/AnimStarterPack/dash.uasset (Stored with Git LFS)

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Content/Levels/Animation.umap (Stored with Git LFS)

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Content/Levels/TestLevel.umap (Stored with Git LFS)

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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)

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@ -385,8 +385,6 @@ void UNakatomiCMC::PerformDash()
FHitResult Hit;
SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
NakatomiCharacterOwner->PlayAnimMontage(Dash_Montage);
SetMovementMode(MOVE_Falling);
DashStartDelegate.Broadcast();

@ -94,9 +94,6 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
UPROPERTY(EditDefaultsOnly)
float Dash_CooldownDuration = 1.0f;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* Dash_Montage;
bool Safe_bWantsToSprint;
bool Safe_bWantsToSlide;
bool Safe_bWantsToAds;

@ -139,8 +139,7 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
if (JumpAction)
{
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginJumpCallback);
Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndJumpCallback);
Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
}
if (FireAction)
@ -232,16 +231,9 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
}
}
void APlayerCharacter::BeginJumpCallback(const FInputActionInstance& Instance)
void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
{
Jump();
jumpPressed = true;
}
void APlayerCharacter::EndJumpCallback(const FInputActionInstance& Instance)
{
StopJumping();
jumpPressed = false;
}
void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
@ -299,8 +291,6 @@ void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance
{
cmc->EnableSprint();
}
IsSprinting = true;
}
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
@ -309,8 +299,6 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
{
cmc->DisableSprint();
}
IsSprinting = false;
}
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
@ -703,8 +691,6 @@ void APlayerCharacter::ThrowWeaponCallback()
{
if (CurrentWeapon)
{
PlayAnimMontage(ThrowAnimMontage);
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
@ -728,8 +714,6 @@ void APlayerCharacter::ThrowExplosiveCallback()
{
if (ThrowableInventory.Num() > 0)
{
PlayAnimMontage(ThrowAnimMontage);
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
@ -758,18 +742,3 @@ AThrowable* APlayerCharacter::ThrowThrowable()
return nullptr;
}
bool APlayerCharacter::GetPressedJump()
{
return jumpPressed;
}
bool APlayerCharacter::GetCrouched()
{
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
{
return cmc->IsCrouching();
}
return false;
}

@ -83,9 +83,6 @@ public:
FOnEnemyHitDelegate OnEnemyHit;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowAnimMontage;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float SprintSpeedMultiplier = 2.0f;
@ -124,10 +121,8 @@ private:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
UAIPerceptionStimuliSourceComponent* PerceptionSource;
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
bool IsSprinting = false;
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
bool IsADS = false;
float AimSensitivity;
@ -137,8 +132,6 @@ private:
UPROPERTY(EditDefaultsOnly)
USoundBase* HitMarkerSound;
bool jumpPressed = false;
public:
// Sets default values for this character's properties
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
@ -160,9 +153,7 @@ public:
void LookCallback(const FInputActionInstance& Instance);
void BeginJumpCallback(const FInputActionInstance& Instance);
void EndJumpCallback(const FInputActionInstance& Instance);
void JumpCallback(const FInputActionInstance& Instance);
void BeginFireCallback(const FInputActionInstance& Instance);
@ -221,12 +212,6 @@ public:
AThrowable* ThrowThrowable();
UFUNCTION(BlueprintCallable)
bool GetPressedJump();
UFUNCTION(BlueprintCallable)
bool GetCrouched();
protected:
virtual void CalculateHits(TArray<FHitResult>* hits) override;