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Content/Weapons/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/ML_Screen.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/T_ML_FineRubber.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Mesh/FirstPersonProjectileMesh.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Mesh/SK_FPGun.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Mesh/SK_FPGun_Physics.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Mesh/SK_FPGun_PhysicsAsset.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Textures/T_FPGun_M.uasset (Stored with Git LFS)
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Content/Weapons/FPWeapon/Textures/T_FPGun_N.uasset (Stored with Git LFS)
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@ -188,7 +188,6 @@ AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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FActorSpawnParameters SpawnParameters;
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
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AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
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Weapon->SetOwner(this);
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Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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Weapon->SetActorEnableCollision(false);
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Weapon->SetActorEnableCollision(false);
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Weapon->SetActorHiddenInGame(true);
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Weapon->SetActorHiddenInGame(true);
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@ -11,7 +11,7 @@ ARandomWeapon::ARandomWeapon()
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void ARandomWeapon::BeginPlay()
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void ARandomWeapon::BeginPlay()
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{
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{
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WeaponProperties = RandomWeaponParameters->GenerateRandomWeaponProperties();
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WeaponProperties = RandomWeaponParameters->GenerateRandomWeaponProperties();
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WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(RandomWeaponParameters->PickRandomMesh());
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WeaponSkeletalMesh = RandomWeaponParameters->PickRandomMesh();
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FireSound = RandomWeaponParameters->PickRandomSoundBase();
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FireSound = RandomWeaponParameters->PickRandomSoundBase();
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FieldSystemActor = RandomWeaponParameters->PickRandomFieldSystem();
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FieldSystemActor = RandomWeaponParameters->PickRandomFieldSystem();
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@ -6,14 +6,7 @@
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// Sets default values
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// Sets default values
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AWeapon::AWeapon()
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AWeapon::AWeapon()
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{
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{
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WeaponSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh Component"));
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WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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WeaponSkeletalMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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WeaponSkeletalMeshComponent->SetSimulatePhysics(false);
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WeaponSkeletalMeshComponent->SetGenerateOverlapEvents(false);
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WeaponSkeletalMeshComponent->SetNotifyRigidBodyCollision(false);
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SetRootComponent(WeaponSkeletalMeshComponent);
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -26,12 +19,12 @@ void AWeapon::BeginPlay()
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USkeletalMesh* AWeapon::GetSkeletalMesh()
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USkeletalMesh* AWeapon::GetSkeletalMesh()
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{
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{
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return WeaponSkeletalMeshComponent->GetSkeletalMeshAsset();
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return WeaponSkeletalMesh;
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}
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}
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void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
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void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
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{
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{
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WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(USkeletalMesh);
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WeaponSkeletalMesh = USkeletalMesh;
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}
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}
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TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()
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TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()
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@ -29,8 +29,8 @@ class NAKATOMI_API AWeapon : public AActor
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GENERATED_BODY()
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GENERATED_BODY()
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protected:
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protected:
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly)
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USkeletalMeshComponent* WeaponSkeletalMeshComponent;
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USkeletalMesh* WeaponSkeletalMesh = nullptr;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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TEnumAsByte<WeaponState> CurrentWeaponStatus;
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TEnumAsByte<WeaponState> CurrentWeaponStatus;
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@ -65,7 +65,6 @@ public:
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protected:
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protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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UFUNCTION(Blueprintable, BlueprintCallable)
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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