85 - Shrink Crosshairs when Aiming
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@ -107,7 +107,24 @@ void UCombatComponent::SetHUDCrosshairs(float DeltaTime)
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CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 0.f, DeltaTime, 30.f);
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CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 0.f, DeltaTime, 30.f);
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}
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}
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HUDPackage.CrosshairSpread = CrosshairVelocityFactor + CrosshairInAirFactor;
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if (bAiming)
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{
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CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.58f, DeltaTime, 30.f);
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}
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else
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{
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CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.f, DeltaTime, 30.f);
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}
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CrosshairShootingFactor = FMath::FInterpTo(CrosshairShootingFactor, 0.f, DeltaTime, 40.f);
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HUDPackage.CrosshairSpread =
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0.5f +
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CrosshairVelocityFactor +
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CrosshairInAirFactor -
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CrosshairAimFactor +
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CrosshairShootingFactor;
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HUD->SetHUDPackage(HUDPackage);
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HUD->SetHUDPackage(HUDPackage);
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}
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}
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}
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}
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@ -168,6 +185,11 @@ void UCombatComponent::FireButtonPressed(bool bPressed)
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FHitResult HitResult;
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FHitResult HitResult;
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TraceUnderCrosshairs(HitResult);
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TraceUnderCrosshairs(HitResult);
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ServerFire(HitResult.ImpactPoint);
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ServerFire(HitResult.ImpactPoint);
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if (EquippedWeapon)
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{
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CrosshairShootingFactor = 0.75f;
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}
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}
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}
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}
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}
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@ -66,6 +66,8 @@ private:
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//HUD and Crosshairs
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//HUD and Crosshairs
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float CrosshairVelocityFactor;
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float CrosshairVelocityFactor;
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float CrosshairInAirFactor;
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float CrosshairInAirFactor;
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float CrosshairAimFactor;
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float CrosshairShootingFactor;
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// Aiming and FOV
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// Aiming and FOV
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