Change `CalculateHits` and `ProcessHits` from public to protected
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403eff6029
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@ -212,6 +212,6 @@ void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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}
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void ANakatomiCharacter::ProcessHits(TArray<FHitResult>* hits)
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void ANakatomiCharacter::ProcessHits(TArray<FHitResult> hits)
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{
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}
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@ -79,7 +79,9 @@ public:
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int GetCurrentInventorySlot();
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits);
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virtual void ProcessHits(TArray<FHitResult>* hits);
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virtual void ProcessHits(TArray<FHitResult> hits);
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};
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@ -114,10 +114,6 @@ public:
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void SetWalkingCallback(const FInputActionInstance& Instance);
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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void WeaponSwitchingCallback(const FInputActionInstance& Instance);
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void OnFire();
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@ -131,4 +127,10 @@ public:
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UFUNCTION(BlueprintCallable)
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float GetCurrentHealthCount();
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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};
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