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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