| 3318 | } |
| 3319 | |
| 3320 | void AAlsxtCharacter::SetStatus(const FGameplayTag& NewStatusTag) |
| 3321 | { |
| 3322 | |
| 3323 | if (Status != NewStatusTag) |
| 3324 | { |
| 3325 | const auto PreviousStatus{ Status }; |
| 3326 | |
| 3327 | Status = NewStatusTag; |
| 3328 | |
| 3329 | if (NewStatusTag != ALSXTStatusTags::Normal) |
| 3330 | { |
| 3331 | SetDesiredCombatStance(ALSXTCombatStanceTags::Neutral); |
| 3332 | SetDesiredStance(AlsStanceTags::Crouching); |
| 3333 | Crouch(); |
| 3334 | GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore); |
| 3335 | } |
| 3336 | else |
| 3337 | { |
| 3338 | GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block); |
| 3339 | SetDesiredStance(AlsStanceTags::Standing); |
| 3340 | UnCrouch(); |
| 3341 | // IALSXTCharacterInterface::Execute_TryGetUp(this); |
| 3342 | } |
| 3343 | |
| 3344 | OnStatusChanged(PreviousStatus); |
| 3345 | } |
| 3346 | } |
| 3347 | |
| 3348 | void AAlsxtCharacter::OnStatusChanged_Implementation(const FGameplayTag& PreviousStatusTag) {} |
| 3349 |
nothing calls this directly
no outgoing calls
no test coverage detected