Created
July 12, 2020 07:05
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void AHSCharacterBase::ServerEquipHandheldItem_Implementation(AHSHandHeldItem* HandheldItem) | |
{ | |
if (!HandheldItem) return; | |
GEngine->AddOnScreenDebugMessage(4,5, FColor::White, "444"); | |
AHSWeapon* WeaponItem = Cast<AHSWeapon>(HandheldItem); | |
if (WeaponItem) | |
{ | |
EquippedWeapon = WeaponItem; | |
WeaponItem->SetWeaponOwner(this); // todo - possibly not used | |
// this IS needed. ie, both weapon and character need to call this | |
GetMesh()->IgnoreActorWhenMoving(WeaponItem, true); | |
GetCapsuleComponent()->IgnoreActorWhenMoving(WeaponItem, true); | |
} | |
HandheldItem->SetPhysicsEnabled(false); | |
GEngine->AddOnScreenDebugMessage(5,5, FColor::White, "555"); | |
if (HasAuthority()) | |
{ | |
GEngine->AddOnScreenDebugMessage(7,5, FColor::White, "has authority true"); | |
} | |
const USkeletalMeshSocket* HandSocket; | |
if (HandheldItem->IsRightHandedItem()) | |
HandSocket = GetMesh()->GetSocketByName("RightHandSocket"); | |
else | |
HandSocket = GetMesh()->GetSocketByName("LeftHandSocket"); | |
if (!HandSocket) return; // todo - cleanup if this happens | |
GEngine->AddOnScreenDebugMessage(6,5, FColor::White, "666"); | |
HandSocket->AttachActor(HandheldItem, GetMesh()); | |
USoundCue* EquipSound = HandheldItem->GetEquipSound(); | |
if (EquipSound) | |
{ | |
UGameplayStatics::PlaySoundAtLocation(this, EquipSound, GetMesh()->GetSocketLocation("LeftHandSocket")); | |
} | |
} |
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