Fix formatting
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@ -26,50 +26,50 @@ class NAKATOMI_API APlayerCharacter : public ANakatomiCharacter
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UInputAction* MovementAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* LookAction;
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UInputAction* LookAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* JumpAction;
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UInputAction* JumpAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* FireAction;
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UInputAction* FireAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* QuitAction;
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UInputAction* QuitAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* SprintAction;
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UInputAction* SprintAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int MappingPriority = 0;
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int MappingPriority = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TArray<TSubclassOf<class AWeapon>> DefaultWeaponInventory;
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TArray<TSubclassOf<class AWeapon>> DefaultWeaponInventory;
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UPROPERTY()
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TArray<AWeapon*> WeaponInventory;
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TArray<AWeapon*> WeaponInventory;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* WeaponSwitchingAction;
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UInputAction* WeaponSwitchingAction;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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float SprintSpeedMultiplier = 2.0f;
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private:
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UPROPERTY()
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USpringArmComponent* CameraBoom = nullptr;
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USpringArmComponent* CameraBoom = nullptr;
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UPROPERTY()
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UCameraComponent* CameraComponent = nullptr;
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UCameraComponent* CameraComponent = nullptr;
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float DefaultMovementSpeed;
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