Fix MoveInteractable input handling race condition
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Before Width: | Height: | Size: 342 KiB After Width: | Height: | Size: 131 B |
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Before Width: | Height: | Size: 142 B After Width: | Height: | Size: 128 B |
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@ -97,6 +97,7 @@ void UMoveInteractableModificator::Unbind_Implementation()
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void UMoveInteractableModificator::TurnOnHolding()
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{
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FScopeLock lock1(&critical);
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holding = true;
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ProcessState();
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distance = (player->GetCameraLocation() - actor->GetActorLocation()).Length();
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@ -105,6 +106,7 @@ void UMoveInteractableModificator::TurnOnHolding()
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}
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void UMoveInteractableModificator::TurnOffHolding()
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{
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FScopeLock lock1(&critical);
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holding = false;
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ProcessState();
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AMainGameModeBase::GetWidgetsManager()->AnimateInteractionHint(this, 0, EInputAnimatedWidgetAnimation::Unhold);
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@ -112,6 +114,7 @@ void UMoveInteractableModificator::TurnOffHolding()
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void UMoveInteractableModificator::TurnOnRotating()
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{
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FScopeLock lock1(&critical);
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rotating = true;
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player->LockPlayer({ .camera = true });
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ProcessState();
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@ -120,6 +123,7 @@ void UMoveInteractableModificator::TurnOnRotating()
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}
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void UMoveInteractableModificator::TurnOffRotating()
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{
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FScopeLock lock1(&critical);
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rotating = false;
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player->UnlockPlayer({ .camera = true });
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ProcessState();
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@ -130,6 +134,7 @@ void UMoveInteractableModificator::ProcessState()
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{
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if(holding || rotating)
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{
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if(!actor->activationLockers.Contains(this))
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actor->activationLockers.Add(this);
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}
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else
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@ -58,4 +58,5 @@ private:
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bool rotating = false;
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class AInteractable* actor = nullptr;
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class APlayerBase* player = nullptr;
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FCriticalSection critical;
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};
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