Cleanup Includes in PlayerCharacter
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@ -7,14 +7,15 @@
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#include <Components/CapsuleComponent.h>
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#include <Components/CapsuleComponent.h>
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#include <Kismet/GameplayStatics.h>
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#include <Kismet/GameplayStatics.h>
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#include "InputTriggers.h"
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#include "EnemyCharacter.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "InputMappingContext.h"
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#include "InputMappingContext.h"
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#include "EnemyCharacter.h"
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#include "InputTriggers.h"
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#include "InteractableComponent.h"
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#include "NakatomiCMC.h"
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#include "WeaponThrowable.h"
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#include "WeaponThrowable.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -2,20 +2,15 @@
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#pragma once
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#pragma once
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#include "Camera/CameraComponent.h"
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "InputActionValue.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "NakatomiCharacter.h"
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#include "NakatomiCharacter.h"
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#include "Weapon.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/DamageEvents.h"
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#include "Blueprint/UserWidget.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "InteractableComponent.h"
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#include "NakatomiCMC.h"
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#include "Throwable.h"
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#include "Throwable.h"
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#include "Blueprint/UserWidget.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "PlayerCharacter.generated.h"
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#include "PlayerCharacter.generated.h"
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class UInputAction;
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class UInputAction;
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@ -102,9 +97,6 @@ protected:
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float DefaultAimSensitivity = 45.0f;
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float DefaultAimSensitivity = 45.0f;
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private:
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private:
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// UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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// UNakatomiCMC* NakatomiCMC;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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