2022-04-30 11:09:28 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CombatComponent.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Engine/SkeletalMeshSocket.h"
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2022-04-30 14:48:34 +00:00
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#include "Net/UnrealNetwork.h"
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2022-04-30 11:09:28 +00:00
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UCombatComponent::UCombatComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UCombatComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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2022-04-30 15:38:03 +00:00
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void UCombatComponent::SetAiming(bool bIsAiming)
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{
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bAiming = bIsAiming;
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ServerSetAiming(bIsAiming);
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}
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void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming)
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{
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bAiming = bIsAiming;
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}
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2022-04-30 11:09:28 +00:00
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void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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2022-04-30 14:48:34 +00:00
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void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCombatComponent, EquippedWeapon);
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2022-04-30 15:38:03 +00:00
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DOREPLIFETIME(UCombatComponent, bAiming);
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2022-04-30 14:48:34 +00:00
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}
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2022-04-30 11:09:28 +00:00
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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{
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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EquippedWeapon = WeaponToEquip;
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
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if (HandSocket)
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{
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HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
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}
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EquippedWeapon->SetOwner(Character);
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}
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