Quaked54
(Quaked54)
1
if (APumpActionShotgunBase* PumpShotgun = Cast<APumpActionShotgunBase>(CurrentWeapon))
{
if (WeaponArray[weaponIndex] == PumpShotgun)
{
if (PumpShotgun->CurrentMagazineAmmo >= 1)
{
ShotgunPumpActionBool = true;
bIsReloading = false;
ReloadBool = false;
bIsFiringGun = true;
PumpShotgun->PumpActionBaseBool = true;
PumpShotgun->Fire();
}
if (PumpShotgun->CurrentMagazineAmmo <= 6 && bIsFiringGun && PumpShotgun->CurrentMagazineAmmo != 0)
{
GetWorldTimerManager().ClearTimer(PumpShotgun->ShotgunReloadFTimerHandle);
}
Delay = 0.0;
}
}
if (AShotgunBase* Shotgun = Cast<AShotgunBase>(CurrentWeapon))
{
if (WeaponArray[weaponIndex] == Shotgun)
{
if (Shotgun->CurrentMagazineAmmo >= 1)
{
bIsReloading = false;
ReloadBool = false;
bIsFiringGun = true;
}
if (Shotgun->CurrentMagazineAmmo <= 6 && bIsFiringGun && Shotgun->CurrentMagazineAmmo != 0)
{
GetWorldTimerManager().ClearTimer(Shotgun->ShotgunReloadFTimerHandle);
}
Delay = 0.0;
}
}
I don't know why WeaponBaseMesh->PlayAnimation(PumpActionBase, false); is not firing. The animation is not firing it stays idle.