Move Inventory Methods to base Character class
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				@ -154,6 +154,19 @@ void ANakatomiCharacter::AddWeaponToInventory(TSubclassOf<class AWeapon> weapon)
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					}
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					void ANakatomiCharacter::AddWeaponToInventory(AWeapon* weapon)
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					{
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						weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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						weapon->SetActorEnableCollision(false);
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						weapon->SetActorHiddenInGame(true);
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						WeaponInventory.Add(weapon);
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						if (WeaponInventory.Num() == 1)
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						{
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							SetCurrentWeapon(WeaponInventory[0]);
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						}
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					}
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AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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					AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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{
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					{
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	FActorSpawnParameters SpawnParameters;
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						FActorSpawnParameters SpawnParameters;
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@ -189,3 +202,8 @@ void ANakatomiCharacter::SetCurrentWeapon(AWeapon* weapon)
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		CurrentWeapon->SetActorHiddenInGame(false);
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							CurrentWeapon->SetActorHiddenInGame(false);
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	}
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						}
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}
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					}
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					int ANakatomiCharacter::GetCurrentInventorySlot()
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					{
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						return CurrentInventorySlot;
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					}
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@ -63,6 +63,8 @@ public:
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	void AddWeaponToInventory(TSubclassOf<class AWeapon> weapon);
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						void AddWeaponToInventory(TSubclassOf<class AWeapon> weapon);
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						void AddWeaponToInventory(AWeapon* weapon);
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	void RemoveWeaponFromInventory(int i);
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						void RemoveWeaponFromInventory(int i);
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	void RemoveWeaponFromInventory(AWeapon* weapon);
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						void RemoveWeaponFromInventory(AWeapon* weapon);
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@ -74,4 +76,6 @@ public:
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	AWeapon* GetCurrentWeapon();
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						AWeapon* GetCurrentWeapon();
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	void SetCurrentWeapon(AWeapon* weapon);
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						void SetCurrentWeapon(AWeapon* weapon);
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						int GetCurrentInventorySlot();
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};
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					};
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