Created
January 22, 2019 10:06
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FTimerDelegate TimerDel; | |
FTimerHandle TimerHandle; | |
void ABaseCharacter::StartFire() | |
{ | |
if(myWeapon->auto_fire) | |
{ | |
//start timer until fire released | |
GetWorldTimerManager().SetTimer(TimerHandle,this, &ABaseCharacter::FireWeapon, myWeapon->auto_fire_rate, true,0); | |
} | |
else | |
{ | |
//fire once | |
FireWeapon(); | |
} | |
} | |
void ABaseCharacter::FireWeapon() | |
{ | |
ABasePlayerController* controller = Cast<ABasePlayerController>(Controller); | |
if (!controller || !controller->IsGameInputAllowed()) | |
return; | |
FHitResult OutHit; | |
FVector start = myCamera->GetComponentLocation(); | |
FVector end = start + myCamera->GetForwardVector() * 100000.0f; | |
FCollisionQueryParams CollisionParams; | |
CollisionParams.AddIgnoredActor(this); | |
CollisionParams.AddIgnoredActor(myWeapon); | |
FCollisionResponseParams CollisionResponseParams; | |
if (GetWorld()->SweepSingleByChannel(OutHit, start, end, FQuat::Identity, ECollisionChannel::ECC_Visibility, FCollisionShape::MakeSphere(5.0f), CollisionParams, CollisionResponseParams)) | |
myWeapon->Fire(OutHit.Location); | |
else | |
myWeapon->Fire(end); | |
} |
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