136 - Strap Physics
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@ -133,6 +133,12 @@ void AWeapon::SetWeaponState(EWeaponState State)
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WeaponMesh->SetSimulatePhysics(false);
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WeaponMesh->SetSimulatePhysics(false);
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WeaponMesh->SetEnableGravity(false);
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WeaponMesh->SetEnableGravity(false);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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if (WeaponType == EWeaponType::EWT_SubmachineGun)
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{
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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}
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break;
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break;
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case EWeaponState::EWS_Dropped:
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case EWeaponState::EWS_Dropped:
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if (HasAuthority())
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if (HasAuthority())
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@ -142,6 +148,9 @@ void AWeapon::SetWeaponState(EWeaponState State)
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WeaponMesh->SetSimulatePhysics(true);
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WeaponMesh->SetSimulatePhysics(true);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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WeaponMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore);
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WeaponMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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break;
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break;
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}
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}
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}
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}
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@ -160,11 +169,20 @@ void AWeapon::OnRep_WeaponState()
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WeaponMesh->SetSimulatePhysics(false);
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WeaponMesh->SetSimulatePhysics(false);
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WeaponMesh->SetEnableGravity(false);
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WeaponMesh->SetEnableGravity(false);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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if (WeaponType == EWeaponType::EWT_SubmachineGun)
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{
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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}
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break;
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break;
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case EWeaponState::EWS_Dropped:
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case EWeaponState::EWS_Dropped:
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WeaponMesh->SetSimulatePhysics(true);
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WeaponMesh->SetSimulatePhysics(true);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetEnableGravity(true);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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WeaponMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore);
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WeaponMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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break;
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break;
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}
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}
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}
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}
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