#include "Weapon/LMWeapon.h" #include "Weapon/LMWeaponDataStructure.h" void ULMWeapon::Initialize() { WeaponDataStructure =* WeaponRow.GetRow(TEXT("")); } bool ULMWeapon::HasAmmoInClip() { if(CurrentClipAmmo > 0) { return true; } return false; } bool ULMWeapon::HasAmmoInInventory() { if (CurrentAmmoInInventory > 0) { return true; } return false; } void ULMWeapon::Reload() { //Do design reload logic OnReload(); if(HasAmmoInClip()) { if(CurrentAmmoInInventory >= WeaponDataStructure.MaxClipAmmo) { CurrentClipAmmo = WeaponDataStructure.MaxClipAmmo; CurrentAmmoInInventory -= WeaponDataStructure.MaxClipAmmo; } else { CurrentClipAmmo = CurrentAmmoInInventory; CurrentAmmoInInventory = 0; } } } void ULMWeapon::AddAmmo(int AmountOfAmmoToGet) { CurrentAmmoInInventory += AmountOfAmmoToGet; } void ULMWeapon::Fire() { //Fire }