Updated ammo in weapon stock adding
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a891582a43
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@ -35,6 +35,7 @@ void ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
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FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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GEngine->AddOnScreenDebugMessage(1, 30.f, FColor::Red, AmmoAmount);
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GEngine->AddOnScreenDebugMessage(1, 30.f, FColor::Red, AmmoAmount);
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}
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}
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WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount());
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}
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}
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void ALMPlayer::SetWeaponManager(ULMWeaponManager* Manager)
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void ALMPlayer::SetWeaponManager(ULMWeaponManager* Manager)
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@ -54,7 +55,6 @@ void ALMPlayer::SetWeaponManager(ULMWeaponManager* Manager)
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void ALMPlayer::Tick(float DeltaTime)
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void ALMPlayer::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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// Called to bind functionality to input
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// Called to bind functionality to input
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@ -44,8 +44,7 @@ void ULMWeaponManager::AddAmmoType(EAmmoType AmmoType, int AmmoCount)
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for (const auto Weapon : Weapons)
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for (const auto Weapon : Weapons)
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{
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{
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// TODO : match weapon ammo type
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if (Weapon->WeaponDataStructure.AmmoType != AmmoType)
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if (Weapon->WeaponDataStructure.AmmoType == AmmoType)
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continue;
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continue;
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Weapon->AddAmmo(AmmoCount);
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Weapon->AddAmmo(AmmoCount);
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