Make Weapon Properties Blueprint Editable
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@ -17,23 +17,30 @@ enum WeaponState
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Swapping
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Swapping
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};
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};
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USTRUCT()
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USTRUCT(BlueprintType)
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struct FWeaponProperties
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struct FWeaponProperties
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{
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{
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GENERATED_USTRUCT_BODY()
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponCooldown = 1.0f;
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float WeaponCooldown = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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int WeaponDamage = 10;
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int WeaponDamage = 10;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponChangeTime = 2.0f;
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float WeaponChangeTime = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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int ProjectilesPerShot = 1;
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int ProjectilesPerShot = 1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float ProjectileRange = 10000.0f;
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float ProjectileRange = 10000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponSpread = 2.5f;
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float WeaponSpread = 2.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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bool IsAutomatic = true;
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bool IsAutomatic = true;
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};
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};
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