Clean up OnDeath function

This commit is contained in:
baz 2025-02-16 22:30:35 +00:00
parent f74ae1d263
commit 4c584372cc

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@ -44,12 +44,9 @@ void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
{
// TODO: Replace pickup spawning with pooling
if (PickupTemplate)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetPickupObjectPoolManager(gamemode))
@ -64,17 +61,6 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
}
}
}
// FActorSpawnParameters actorSpawnParameters;
// actorSpawnParameters.Owner = this;
// actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
//
// auto spawnLocation = GetActorLocation();
// spawnLocation.Z = 75.0f;
//
// GetWorld()->SpawnActor<AEXPPickup>(EXPPickupTemplate, spawnLocation, FRotator::ZeroRotator,
// actorSpawnParameters);
}
void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)