168 - Drop the Secondary Weapon

This commit is contained in:
Kingsmedia 2022-05-25 15:49:51 +02:00
parent 0e9dd966c7
commit 8f24aab496
3 changed files with 9 additions and 4 deletions

View File

@ -84,10 +84,8 @@ void ABlasterCharacter::OnRep_ReplicatedMovement()
void ABlasterCharacter::Eliminated() void ABlasterCharacter::Eliminated()
{ {
if (Combat && Combat->PrimaryWeapon) if (Combat) Combat->DropWeapons();
{
Combat->PrimaryWeapon->Dropped();
}
MulticastEliminated(); MulticastEliminated();
GetWorldTimerManager().SetTimer( GetWorldTimerManager().SetTimer(
EliminationTimer, EliminationTimer,

View File

@ -325,6 +325,12 @@ void UCombatComponent::Reload()
} }
} }
void UCombatComponent::DropWeapons()
{
if (PrimaryWeapon) PrimaryWeapon->Dropped();
if (SecondaryWeapon) SecondaryWeapon->Dropped();
}
void UCombatComponent::ServerReload_Implementation() void UCombatComponent::ServerReload_Implementation()
{ {
if (Character == nullptr || PrimaryWeapon == nullptr) return; if (Character == nullptr || PrimaryWeapon == nullptr) return;

View File

@ -25,6 +25,7 @@ public:
void EquipWeapon(class AWeapon* WeaponToEquip); void EquipWeapon(class AWeapon* WeaponToEquip);
void SwapWeapons(); void SwapWeapons();
void Reload(); void Reload();
void DropWeapons();
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void FinishedReloading(); void FinishedReloading();