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ab3f624ade
Author | SHA1 | Date |
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baz | ab3f624ade | |
baz | af8d8364a4 | |
baz | 01aeecf953 | |
baz | 56aa855a7c |
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@ -5,7 +5,7 @@
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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AEnemyCharacter::AEnemyCharacter()
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AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
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{
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RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
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@ -27,7 +27,7 @@ private:
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FTimerHandle CooldownTimerHandle;
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public:
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AEnemyCharacter();
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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UBehaviorTree* GetBehaviourTree();
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@ -0,0 +1,122 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "NakatomiCMC.h"
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#include <GameFramework/Character.h>
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// Checks if we can combine the NewMove with the current move to save on data.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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float MaxDelta) const
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{
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FSavedMove_Nakatomi* newMove = static_cast<FSavedMove_Nakatomi*>(NewMove.Get());
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// Check if values can be combined, if not return false, if true allow super to handle combining data
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if (Saved_bWantsToSprint != newMove->Saved_bWantsToSprint)
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{
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return false;
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}
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return FSavedMove_Character::CanCombineWith(NewMove, InCharacter, MaxDelta);
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}
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// Reset a save move object to empty
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void UNakatomiCMC::FSavedMove_Nakatomi::Clear()
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{
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FSavedMove_Character::Clear();
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Saved_bWantsToSprint = 0;
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}
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uint8 UNakatomiCMC::FSavedMove_Nakatomi::GetCompressedFlags() const
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{
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uint8 Result = Super::GetCompressedFlags();
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if (Saved_bWantsToSprint) Result = ~FLAG_Custom_0;
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return Result;
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}
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void UNakatomiCMC::FSavedMove_Nakatomi::SetMoveFor(ACharacter* C, float InDeltaTime, FVector const& NewAccel,
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FNetworkPredictionData_Client_Character& ClientData)
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{
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FSavedMove_Character::SetMoveFor(C, InDeltaTime, NewAccel, ClientData);
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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Saved_bWantsToSprint = CharacterMovement->Safe_bWantsToSprint;
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}
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void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
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{
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FSavedMove_Character::PrepMoveFor(C);
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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CharacterMovement->Safe_bWantsToSprint = Saved_bWantsToSprint;
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}
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UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::FNetworkPredictionData_Client_Nakatomi(
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const UCharacterMovementComponent& ClientMovement) : Super(ClientMovement)
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{
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}
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FSavedMovePtr UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::AllocateNewMove()
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{
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return FSavedMovePtr(new FSavedMove_Nakatomi());
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}
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FNetworkPredictionData_Client* UNakatomiCMC::GetPredictionData_Client() const
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{
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check(PawnOwner != nullptr)
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if (ClientPredictionData == nullptr)
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{
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UNakatomiCMC* MutableThis = const_cast<UNakatomiCMC*>(this);
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MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_Nakatomi(*this);
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MutableThis->ClientPredictionData->MaxSmoothNetUpdateDist = 92.f;
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MutableThis->ClientPredictionData->NoSmoothNetUpdateDist = 140.f;
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}
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return ClientPredictionData;
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}
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UNakatomiCMC::UNakatomiCMC(): Safe_bWantsToSprint(false)
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{
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}
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void UNakatomiCMC::UpdateFromCompressedFlags(uint8 Flags)
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{
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Super::UpdateFromCompressedFlags(Flags);
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Safe_bWantsToSprint = (Flags & FSavedMove_Character::FLAG_Custom_0) != 0;
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}
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void UNakatomiCMC::OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity)
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{
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Super::OnMovementUpdated(DeltaSeconds, OldLocation, OldVelocity);
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if (MovementMode == MOVE_Walking)
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{
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if (Safe_bWantsToSprint)
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{
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MaxWalkSpeed = Sprint_MaxWalkSpeed;
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}
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else
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{
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MaxWalkSpeed = Walk_MaxWalkSpeed;
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}
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}
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}
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void UNakatomiCMC::EnableSprint()
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{
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Safe_bWantsToSprint = true;
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}
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void UNakatomiCMC::DisableSprint()
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{
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Safe_bWantsToSprint = false;
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}
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@ -0,0 +1,60 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "NakatomiCMC.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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{
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GENERATED_BODY()
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class FSavedMove_Nakatomi : public FSavedMove_Character
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{
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typedef FSavedMove_Character Super;
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uint8 Saved_bWantsToSprint:1;
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virtual bool CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter, float MaxDelta) const override;
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virtual void Clear() override;
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virtual uint8 GetCompressedFlags() const override;
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virtual void SetMoveFor(ACharacter* C, float InDeltaTime, FVector const& NewAccel, FNetworkPredictionData_Client_Character& ClientData) override;
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virtual void PrepMoveFor(ACharacter* C) override;
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};
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class FNetworkPredictionData_Client_Nakatomi : public FNetworkPredictionData_Client_Character
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{
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public:
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FNetworkPredictionData_Client_Nakatomi(const UCharacterMovementComponent& ClientMovement);
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typedef FNetworkPredictionData_Client_Character Super;
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virtual FSavedMovePtr AllocateNewMove() override;
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};
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UPROPERTY(EditDefaultsOnly) float Sprint_MaxWalkSpeed;
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UPROPERTY(EditDefaultsOnly) float Walk_MaxWalkSpeed;
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bool Safe_bWantsToSprint;
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public:
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UNakatomiCMC();
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FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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protected:
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virtual void UpdateFromCompressedFlags(uint8 Flags) override;
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virtual void OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) override;
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public:
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UFUNCTION(BlueprintCallable)
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void EnableSprint();
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UFUNCTION(BlueprintCallable)
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void DisableSprint();
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};
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@ -3,12 +3,17 @@
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#include "NakatomiCharacter.h"
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#include "NakatomiCMC.h"
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// Sets default values
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ANakatomiCharacter::ANakatomiCharacter()
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ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
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ObjectInitializer.SetDefaultSubobjectClass<UNakatomiCMC>(ACharacter::CharacterMovementComponentName))
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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@ -5,6 +5,7 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "HealthComponent.h"
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#include "NakatomiCMC.h"
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#include "Throwable.h"
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#include "Weapon.h"
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#include "NakatomiCharacter.generated.h"
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@ -38,6 +39,10 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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UNakatomiCMC* NakatomiCMC;
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private:
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UPROPERTY(VisibleDefaultsOnly)
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UHealthComponent* HealthComponent = nullptr;
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@ -47,9 +52,10 @@ private:
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UPROPERTY(EditDefaultsOnly)
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int MaximumThrowableInventorySize = 4;
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public:
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// Sets default values for this character's properties
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ANakatomiCharacter();
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ANakatomiCharacter(const FObjectInitializer& ObjectInitializer);
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protected:
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// Called when the game starts or when spawned
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@ -19,7 +19,7 @@
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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// Sets default values
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APlayerCharacter::APlayerCharacter()
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APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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@ -56,9 +56,8 @@ APlayerCharacter::APlayerCharacter()
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CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
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// Setup the character movement
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UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
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CharacterMovementComponent->AirControl = 1.0f;
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CharacterMovementComponent->bOrientRotationToMovement = true;
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GetCharacterMovement()->AirControl = 1.0f;
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GetCharacterMovement()->bOrientRotationToMovement = true;
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// Setup the character perception component
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PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
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@ -269,16 +268,18 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
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{
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IsSpriting = true;
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SetMovementSpeed();
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if (NakatomiCMC)
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{
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NakatomiCMC->EnableSprint();
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}
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}
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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{
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IsSpriting = false;
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SetMovementSpeed();
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if (NakatomiCMC)
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{
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NakatomiCMC->DisableSprint();
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}
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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@ -450,7 +451,7 @@ void APlayerCharacter::OnDeath()
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void APlayerCharacter::SetMovementSpeed()
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{
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if (IsADS)
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/*if (IsADS)
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{
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GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
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}
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@ -461,7 +462,7 @@ void APlayerCharacter::SetMovementSpeed()
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else
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{
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GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
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}
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}*/
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}
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void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
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@ -14,6 +14,7 @@
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#include "Blueprint/UserWidget.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "InteractableComponent.h"
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#include "NakatomiCMC.h"
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#include "Throwable.h"
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#include "PlayerCharacter.generated.h"
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@ -95,6 +96,9 @@ protected:
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float DefaultAimSensitivity = 45.0f;
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private:
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// UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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// UNakatomiCMC* NakatomiCMC;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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@ -132,7 +136,7 @@ private:
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public:
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// Sets default values for this character's properties
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APlayerCharacter();
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APlayerCharacter(const FObjectInitializer& ObjectInitializer);
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protected:
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// Called when the game starts or when spawned
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