void ASWeapon::EndPlay(const EEndPlayReason::Type EndPlayReason) { Super::EndPlay(EndPlayReason); DetachMeshFromPawn(); StopSimulatingWeaponFire(); }
void ASWeapon::Destroyed() { Super::Destroyed(); DetachMeshFromPawn(); StopSimulatingWeaponFire(); }
void AAWeapon::OnBurstFinished() { BurstCounter = 0; StopSimulatingWeaponFire(); GetWorldTimerManager().ClearTimer(TimerHandle_HandleFiring); bRefiring = false; }
void AShooterWeapon::OnRep_BurstCounter() { if (BurstCounter > 0) { SimulateWeaponFire(); } else { StopSimulatingWeaponFire(); } }
void ASWeapon::OnBurstFinished() { BurstCounter = 0; if (GetNetMode() != NM_DedicatedServer) { StopSimulatingWeaponFire(); } GetWorldTimerManager().ClearTimer(TimerHandle_HandleFiring); bRefiring = false; }
void AShooterWeapon::OnBurstFinished() { // stop firing FX on remote clients BurstCounter = 0; // stop firing FX locally, unless it's a dedicated server if (GetNetMode() != NM_DedicatedServer) { StopSimulatingWeaponFire(); } GetWorldTimerManager().ClearTimer(TimerHandle_HandleFiring); bRefiring = false; }
void AShooterWeapon::Destroyed() { Super::Destroyed(); StopSimulatingWeaponFire(); }