void ASCharacter::OnStartFire()
{
	if (IsSprinting())
	{
		SetSprinting(false);
	}
	StartWeaponFire();
}
void ASCharacter::OnStartSprinting()
{
	if (CarriedObjectComp->GetIsCarryingActor())
	{
		CarriedObjectComp->Drop();
	}

	SetSprinting(true);
}
Esempio n. 3
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void AShooterCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	if (bWantsToRun && !IsSprinting())
	{
		SetSprinting(true);
	}
}
void ASCharacter::OnStartFire()
{
	if (IsSprinting())
	{
		SetSprinting(false);
	}

	if (CarriedObjectComp->GetIsCarryingActor())
	{
		StopWeaponFire();

		CarriedObjectComp->Throw();
		return;
	}

	StartWeaponFire();
}
void ASCharacter::OnCrouchToggle()
{
	if (IsSprinting())
	{
		SetSprinting(false);
	}

	// If we are crouching then CanCrouch will return false. If we cannot crouch then calling Crouch() wont do anything
	if (CanCrouch())
	{
		Crouch();
	}
	else
	{
		UnCrouch();
	}
}
void ASCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	if (bWantsToRun && !IsSprinting())
	{
		SetSprinting(true);
	}

	if (Controller && Controller->IsLocalController())
	{
		ASUsableActor* Usable = GetUsableInView();

		// End Focus
		if (FocusedUsableActor != Usable)
		{
			if (FocusedUsableActor)
			{
				FocusedUsableActor->OnEndFocus();
			}

			bHasNewFocus = true;
		}

		// Assign new Focus
		FocusedUsableActor = Usable;

		// Start Focus.
		if (Usable)
		{
			if (bHasNewFocus)
			{
				Usable->OnBeginFocus();
				bHasNewFocus = false;
			}
		}
	}
}
void ASCharacter::OnStopSprinting()
{
	SetSprinting(false);
}
void ASCharacter::ServerSetSprinting_Implementation(bool NewSprinting)
{
	SetSprinting(NewSprinting);
}
void ASCharacter::OnStartSprinting()
{
	SetSprinting(true);
}
Esempio n. 10
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void AShooterCharacter::OnStartJump()
{	
	bPressedJump = true;
	SetIsJumping(true);
	SetSprinting(false);
}