Make `OnFire` a virtual function
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@ -208,6 +208,10 @@ int ANakatomiCharacter::GetCurrentInventorySlot()
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return CurrentInventorySlot;
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return CurrentInventorySlot;
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}
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}
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void ANakatomiCharacter::OnFire()
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{
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}
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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{
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}
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}
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@ -79,6 +79,8 @@ public:
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int GetCurrentInventorySlot();
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int GetCurrentInventorySlot();
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virtual void OnFire();
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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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@ -116,7 +116,7 @@ public:
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void WeaponSwitchingCallback(const FInputActionInstance& Instance);
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void WeaponSwitchingCallback(const FInputActionInstance& Instance);
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void OnFire();
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virtual void OnFire() override;
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void WeaponCooldownHandler();
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void WeaponCooldownHandler();
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