void ASCharacter::OnStartTargeting() { if (CarriedObjectComp->GetIsCarryingActor()) { CarriedObjectComp->Drop(); } SetTargeting(true); }
void ANimModCharacter::OnStartTargeting() { ANimModPlayerController* MyPC = Cast<ANimModPlayerController>(Controller); if (MyPC && MyPC->IsGameInputAllowed()) { if (IsRunning()) { SetRunning(false, false); } SetTargeting(true); } }
void AAmethystCharacter::OnStartRunningToggle() { AamethystforestPlayerController* MyPC = Cast<AamethystforestPlayerController>(Controller); if (MyPC && MyPC->IsGameInputAllowed()) { if (IsTargeting()) { SetTargeting(false); } StopWeaponFire(); SetRunning(true, true); } }
void ANimModCharacter::ServerSetTargeting_Implementation(bool bNewTargeting) { SetTargeting(bNewTargeting); }
void ANimModCharacter::OnStopTargeting() { SetTargeting(false); }
void ASCharacter::OnEndTargeting() { SetTargeting(false); }
void AAmethystCharacter::OnStopTargeting() { SetTargeting(false); }
void AAmethystCharacter::ServerSetTargeting_Implementation(bool bNewTargeting) { SetTargeting(bNewTargeting); }
void ASCharacter::ServerSetTargeting_Implementation(bool NewTargeting) { SetTargeting(NewTargeting); }
void ASCharacter::OnStartTargeting() { SetTargeting(true); }