Add functionality to ThrowThrowable
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@ -63,7 +63,7 @@ APlayerCharacter::APlayerCharacter()
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// Setup the character perception component
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PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
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PerceptionSource->bAutoRegister = true;
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this->Tags.Add(FName("Player"));
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}
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@ -581,7 +581,7 @@ void APlayerCharacter::ThrowWeaponCallback()
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
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FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
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SpawnLocation += Location;
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SpawnLocation.Z += BoxExtent.Z;
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@ -596,11 +596,19 @@ void APlayerCharacter::ThrowWeaponCallback()
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void APlayerCharacter::ThrowExplosiveCallback()
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{
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auto throwable = ThrowThrowable();
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if (ThrowableInventory.Num() > 0)
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{
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FVector Location;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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// TODO: Set the collision size to the size of the static mesh in the throwable
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// throwable->GetSphereComponent()->SetSphereRadius();
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FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
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SpawnLocation += Location;
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SpawnLocation += (25.0f * GetActorForwardVector());
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SpawnLocation.Z += BoxExtent.Z;
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AThrowable* Throwable = GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
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}
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}
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AThrowable* APlayerCharacter::ThrowThrowable()
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