| 747 | void AAlsxtCharacter::OnOverlayModesChanged_Implementation(const FGameplayTagContainer& PreviousOverlayModes){} |
| 748 | |
| 749 | void AAlsxtCharacter::Tick(const float DeltaTime) |
| 750 | { |
| 751 | Super::Tick(DeltaTime); |
| 752 | |
| 753 | RefreshVaulting(); |
| 754 | |
| 755 | // if (GetDesiredFreelooking() == ALSXTFreelookingTags::True) |
| 756 | // { |
| 757 | // |
| 758 | // } |
| 759 | |
| 760 | FVector Difference = GetActorUpVector() - GetCharacterMovement()->CurrentFloor.HitResult.Normal; |
| 761 | float Angle = FMath::RadiansToDegrees(FMath::Atan2(Difference.X, Difference.Y)) -90; |
| 762 | if (Angle > 45.00) |
| 763 | { |
| 764 | // GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, FString::Printf(TEXT("%f"), Angle)); |
| 765 | } |
| 766 | |
| 767 | if (IAlsxtHeldItemInterface::Execute_IsHoldingAimableItem(this) && ((GetDesiredCombatStance() == ALSXTCombatStanceTags::Ready) || (GetDesiredCombatStance() == ALSXTCombatStanceTags::Aiming))) |
| 768 | { |
| 769 | FAlsxtAimState NewAimState = GetAimState(); |
| 770 | // OverlaySkeletalMesh->GetSock |
| 771 | // NewAimState.CurrentHeadTargetTransform.Location = IALSXTCharacterInterface::Execute_GetCharacterFirearmSightLocation(this); |
| 772 | } |
| 773 | |
| 774 | // BreathState.TargetState = CalculateTargetBreathState(); |
| 775 | |
| 776 | // if (ShouldTransitionBreathState()) |
| 777 | // { |
| 778 | // TransitionBreathState(); |
| 779 | // } |
| 780 | } |
| 781 | |
| 782 | void AAlsxtCharacter::NotifyControllerChanged() |
| 783 | { |
nothing calls this directly
no outgoing calls
no test coverage detected