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Content/UI/HUD/WidgetHUD.uasset (Stored with Git LFS)
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Content/UI/HUD/WidgetHUD.uasset (Stored with Git LFS)
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Content/UI/HUD/crosshair.uasset (Stored with Git LFS)
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Content/UI/HUD/crosshair.uasset (Stored with Git LFS)
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Content/UI/HUD/hitmarker.uasset (Stored with Git LFS)
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Content/UI/HUD/hitmarker.uasset (Stored with Git LFS)
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@ -108,7 +108,6 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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const int32 RandomSeed = FMath::Rand();
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FRandomStream WeaponRandomStream(RandomSeed);
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread * WeaponSpreadModifier;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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// Calculate starting position and direction
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@ -32,9 +32,6 @@ public:
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UPROPERTY(EditAnywhere)
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UWidgetComponent* HealthbarWidgetComponent;
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UPROPERTY(EditAnywhere)
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float WeaponSpreadModifier = 1.0f;
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UBehaviorTree* BehaviourTree;
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