コード例 #1
0
float AShooterGameMode::ModifyDamage(float Damage, AActor* DamagedActor, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) const
{
	float ActualDamage = Damage;

	AShooterCharacter* DamagedPawn = Cast<AShooterCharacter>(DamagedActor);
	if (DamagedPawn && EventInstigator)
	{
		AShooterPlayerState* DamagedPlayerState = Cast<AShooterPlayerState>(DamagedPawn->PlayerState);
		AShooterPlayerState* InstigatorPlayerState = Cast<AShooterPlayerState>(EventInstigator->PlayerState);

		// disable friendly fire
		if (!CanDealDamage(InstigatorPlayerState, DamagedPlayerState))
		{
			ActualDamage = 0.0f;
		}

		// scale self instigated damage
		if (InstigatorPlayerState == DamagedPlayerState)
		{
			ActualDamage *= DamageSelfScale;
		}
	}

	return ActualDamage;
}
コード例 #2
0
ファイル: BaseGameMode.cpp プロジェクト: Turtle-Corder/Forge
float ABaseGameMode::ModifyDamage(float Damage, AActor* DamagedActor, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) const
{
	float ActualDamage = Damage;

	ABaseCharacter* DamagedPawn = Cast<ABaseCharacter>(DamagedActor);
	if (DamagedPawn && EventInstigator)
	{
		ABasePlayerState* DamagedPlayerState = Cast<ABasePlayerState>(DamagedPawn->PlayerState);
		ABasePlayerState* InstigatorPalyerState = Cast<ABasePlayerState>(EventInstigator->PlayerState);

		if (!CanDealDamage(InstigatorPalyerState, DamagedPlayerState))
		{
			ActualDamage = 0.0f;
		}
	}

	return ActualDamage;
}
コード例 #3
0
float ASGameMode::ModifyDamage(float Damage, AActor* DamagedActor, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) const
{
	float ActualDamage = Damage;

	ASBaseCharacter* DamagedPawn = Cast<ASBaseCharacter>(DamagedActor);
	if (DamagedPawn && EventInstigator)
	{
		ASPlayerState* DamagedPlayerState = Cast<ASPlayerState>(DamagedPawn->PlayerState);
		ASPlayerState* InstigatorPlayerState = Cast<ASPlayerState>(EventInstigator->PlayerState);

		// Check for friendly fire
		if (!CanDealDamage(InstigatorPlayerState, DamagedPlayerState))
		{
			ActualDamage = 0.f;
		}
	}

	return ActualDamage;
}