Make Weapon Properties Blueprint Editable
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				@ -17,23 +17,30 @@ enum WeaponState
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	Swapping
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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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{
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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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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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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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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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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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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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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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};
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