Update ThrowableInventory type
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@ -214,7 +214,7 @@ void ANakatomiCharacter::OnFire()
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OnFired.ExecuteIfBound();
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OnFired.ExecuteIfBound();
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}
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}
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AThrowable* ANakatomiCharacter::PopThrowableFromInventory()
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TSubclassOf<AThrowable> ANakatomiCharacter::PopThrowableFromInventory()
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{
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{
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if (ThrowableInventory.Num() > 0)
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if (ThrowableInventory.Num() > 0)
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{
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{
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@ -224,7 +224,7 @@ AThrowable* ANakatomiCharacter::PopThrowableFromInventory()
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return {};
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return {};
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}
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}
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void ANakatomiCharacter::PushThrowableToInventory(AThrowable* Throwable)
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void ANakatomiCharacter::PushThrowableToInventory(TSubclassOf<AThrowable> Throwable)
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{
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{
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if (ThrowableInventory.Num() < MaximumThrowableInventorySize)
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if (ThrowableInventory.Num() < MaximumThrowableInventorySize)
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{
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{
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@ -35,8 +35,8 @@ public:
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UPROPERTY()
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UPROPERTY()
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AWeapon* CurrentWeapon = nullptr;
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AWeapon* CurrentWeapon = nullptr;
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UPROPERTY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TArray<AThrowable*> ThrowableInventory;
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TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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private:
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private:
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UPROPERTY(VisibleDefaultsOnly)
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UPROPERTY(VisibleDefaultsOnly)
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@ -94,9 +94,9 @@ public:
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virtual void OnFire();
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virtual void OnFire();
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AThrowable* PopThrowableFromInventory();
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TSubclassOf<AThrowable> PopThrowableFromInventory();
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void PushThrowableToInventory(AThrowable* Throwable);
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void PushThrowableToInventory(TSubclassOf<AThrowable> Throwable);
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protected:
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits);
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virtual void CalculateHits(TArray<FHitResult>* hits);
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