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Jan 21st, 2019
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  1. void ABaseCharacter::StartFire()
  2. {
  3. ABasePlayerController* controller = Cast<ABasePlayerController>(Controller);
  4. if (!controller || !controller->IsGameInputAllowed())
  5. return;
  6.  
  7. // TODO this will need tweaking for high latency situations (client decision only for now)
  8. if (myWeapon)
  9. {
  10. FHitResult OutHit;
  11. FVector start = myCamera->GetComponentLocation();
  12. FVector end = start + myCamera->GetForwardVector() * 100000.0f;
  13. FCollisionQueryParams CollisionParams;
  14. CollisionParams.AddIgnoredActor(this);
  15. CollisionParams.AddIgnoredActor(myWeapon);
  16. FCollisionResponseParams CollisionResponseParams;
  17. if (GetWorld()->SweepSingleByChannel(OutHit, start, end, FQuat::Identity, ECollisionChannel::ECC_Visibility, FCollisionShape::MakeSphere(5.0f), CollisionParams, CollisionResponseParams))
  18. myWeapon->Fire(OutHit.Location);
  19. else
  20. myWeapon->Fire(end);
  21. }
  22. }
  23.  
  24. void ABaseCharacter::StopFire()
  25. {
  26. }
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