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18ab3a5434
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e2e32e0092
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Content/Assets/Keycard/M_KeycardBody.uasset (Stored with Git LFS)
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Content/Assets/Keycard/M_KeycardIndent.uasset (Stored with Git LFS)
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Content/Assets/Keycard/SM_Keycard.uasset (Stored with Git LFS)
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Content/Blueprints/Pickups/HealthPickups/HealthCross.uasset (Stored with Git LFS)
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Content/Blueprints/Pickups/HealthPickups/HealthPickupMaterial.uasset (Stored with Git LFS)
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Content/Blueprints/Pickups/HealthPickups/TestHealthPickup.uasset (Stored with Git LFS)
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Content/Blueprints/Pickups/LevelKeyPickups/RedKeycardPickup.uasset (Stored with Git LFS)
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Content/Blueprints/Pickups/LevelKeyPickups/RedKeycardPickup.uasset (Stored with Git LFS)
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@ -14,8 +14,9 @@ AStaticMeshPickup::AStaticMeshPickup()
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void AStaticMeshPickup::BeginPlay()
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void AStaticMeshPickup::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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StartingLocation = StaticMeshComponent->GetRelativeLocation();
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StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
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StartingLocation = this->GetActorLocation();
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StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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}
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}
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@ -25,10 +26,10 @@ void AStaticMeshPickup::Tick(float DeltaTime)
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if (StaticMeshComponent)
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if (StaticMeshComponent)
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{
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{
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// Rotate StaticMesh in desired direction
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// Rotate Weapon in desired direction
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StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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// Bob StaticMesh up and down
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// Bob weapon up and down
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const float Time = GetWorld()->GetRealTimeSeconds();
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const float Time = GetWorld()->GetRealTimeSeconds();
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const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
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const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
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StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
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StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
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