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Changed spawn params for grenade from character; added FireInDirection for AGrenade()...
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2 files changed

+10
-9
lines changed

2 files changed

+10
-9
lines changed

Source/Prot/ProtCharacter.cpp

Lines changed: 9 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -301,20 +301,21 @@ void AProtCharacter::SpawnGrenade()
301301
SpawnParameters.Instigator = this;
302302
SpawnParameters.Owner = GetController();
303303

304+
// Find "crosshair" forward vector...
305+
FVector camLoc;
306+
FRotator camRot;
307+
Controller->GetPlayerViewPoint(camLoc, camRot);
308+
const FVector Direction = camRot.Vector();
309+
304310
AGrenade* NewGrenade = GetWorld()->SpawnActor<AGrenade>(
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GrenadeClass,
306-
GetActorLocation() + GetActorForwardVector() * 200,
312+
camLoc,
307313
GetActorRotation(),
308314
SpawnParameters);
309315
if (NewGrenade)
310316
{
311-
FVector MeshDir = GetActorForwardVector();
312-
FVector Direction = FVector(MeshDir.X, MeshDir.Y, 0.5f);
313-
NewGrenade->FireInDirection(Direction);
314-
}
315-
else
316-
{
317-
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT("NO GRENADE"));
317+
// Add speed...
318+
NewGrenade->FireInDirection(Direction * 12.f);
318319
}
319320
}
320321

Source/Prot/Weapons/Grenade.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -28,7 +28,7 @@ AGrenade::AGrenade()
2828
ProjectileMovementComp->bShouldBounce = true;
2929
//ProjectileMovementComp->Bounciness = 1.0f;
3030
//ProjectileMovementComp->bRotationFollowsVelocity = true;
31-
ProjectileMovementComp->InitialSpeed = 10.f * 100;
31+
ProjectileMovementComp->InitialSpeed = 100.f;
3232
ProjectileMovementComp->MaxSpeed = 100000.f;
3333

3434
RadialForceComp = CreateDefaultSubobject<URadialForceComponent>(TEXT("RadialForceComp"));

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