Exemple #1
0
void AWeapon::OnRep_MyPawn()
{
	if (MyPawn)
	{
		SetOwningPawn(MyPawn);
	}
}
Exemple #2
0
/** unequip weapon from pawn */
void AWeapon::OnUnEquip()
{

	if (HasAuthority())
	{
		// UE_LOG(LogHeliWeapon, Log, TEXT("AWeapon::OnUnEquip() ---> Set owning pawn to NULL"));
		SetOwningPawn(NULL);
	}

	if (IsAttachedToPawn())
	{
		StopFire();
		DetachMeshFromPawn();
		bIsEquipped = false;


		if (bPendingReload)
		{
			bPendingReload = false;

			GetWorldTimerManager().ClearTimer(TimerHandle_ReloadWeapon);
		}

		DetermineWeaponState();
	}
}
void AShooterWeapon::OnLeaveInventory()
{
	if (Role == ROLE_Authority)
	{
		SetOwningPawn(NULL);
	}

	if (IsAttachedToPawn())
	{
		OnUnEquip();
	}
}
Exemple #4
0
void AC_Item::OnLeaveInventory()
{
	if (Role == ROLE_Authority)
	{
		SetOwningPawn(nullptr);
	}

	/*if (IsAttachedToPawn())
	{
	OnUnEquip();
	}*/

//	DetachMeshFromPawn();
}
void ASWeapon::OnLeaveInventory()
{
	if (Role == ROLE_Authority)
	{
		SetOwningPawn(nullptr);
	}

	if (IsAttachedToPawn())
	{
		OnUnEquip();
	}

	DetachMeshFromPawn();
}
Exemple #6
0
void AC_Item::OnEnterInventory(AC_Character* NewOwner)
{
	SetOwningPawn(NewOwner);
	//AttachMeshToPawn(StorageSlot);
}
void AShooterWeapon::OnEnterInventory(AShooterCharacter* NewOwner)
{
	SetOwningPawn(NewOwner);
}
void AFournoidWeapon::OnEnterInventory(AFournoidCharacter* OwningChara)
{
	SetOwningPawn(OwningChara);
}
void ASWeapon::OnEnterInventory(ASCharacter* NewOwner)
{
	SetOwningPawn(NewOwner);
	AttachMeshToPawn(StorageSlot);
}
void AMagicBattleSoccerWeapon::OnEnterInventory(AMagicBattleSoccerCharacter* NewOwner)
{
	SetOwningPawn(NewOwner);
}