115 - Allowing Weapon Fire
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@ -219,7 +219,7 @@ bool UCombatComponent::CanFire()
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{
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if (EquippedWeapon == nullptr) return false;
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return !EquippedWeapon->IsEmpty() || !bCanFire;
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return !EquippedWeapon->IsEmpty() && bCanFire && CombatState == ECombatState::ECS_Unoccupied;
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}
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void UCombatComponent::OnRep_CarriedAmmo()
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@ -244,7 +244,7 @@ void UCombatComponent::ServerFire_Implementation(const FVector_NetQuantize& Trac
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void UCombatComponent::MulticastFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
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{
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if (EquippedWeapon == nullptr) return;
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if (Character)
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if (Character && CombatState == ECombatState::ECS_Unoccupied)
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{
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Character->PlayFireMontage(bAiming);
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EquippedWeapon->Fire(TraceHitTarget);
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@ -345,6 +345,10 @@ void UCombatComponent::FinishedReloading()
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{
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CombatState = ECombatState::ECS_Unoccupied;;
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}
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if (bFireButtonPressed)
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{
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Fire();
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}
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}
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void UCombatComponent::ServerReload_Implementation()
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@ -362,6 +366,12 @@ void UCombatComponent::OnRep_CombatState()
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case ECombatState::ECS_Reloading:
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HandleReload();
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break;
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case ECombatState::ECS_Unoccupied:
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if (bFireButtonPressed)
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{
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Fire();
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}
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break;
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}
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}
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