Пример #1
0
FVector ASWeapon::GetCameraDamageStartLocation(const FVector& AimDir) const
{
	ASPlayerController* PC = MyPawn ? Cast<ASPlayerController>(MyPawn->Controller) : nullptr;
	FVector OutStartTrace = FVector::ZeroVector;

	if (PC)
	{
		FRotator DummyRot;
		PC->GetPlayerViewPoint(OutStartTrace, DummyRot);

		// Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
		OutStartTrace = OutStartTrace + AimDir * (FVector::DotProduct((Instigator->GetActorLocation() - OutStartTrace), AimDir));
	}

	return OutStartTrace;
}
Пример #2
0
FVector ASWeapon::GetCameraDamageStartLocation(const FVector& AimDir) const
{
	ASPlayerController* PC = MyPawn ? Cast<ASPlayerController>(MyPawn->Controller) : nullptr;
	FVector OutStartTrace = FVector::ZeroVector;

	if (PC)
	{
		FRotator dummyRot;
		PC->GetPlayerViewPoint(OutStartTrace, dummyRot);

		// Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
		// TODO: Break down into easy to understand code (copied from ShooterGame)
		OutStartTrace = OutStartTrace + AimDir * ((Instigator->GetActorLocation() - OutStartTrace) | AimDir);
	}

	return OutStartTrace;
}