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6575630649
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8e03d3e27d
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Content/ParticleEffects/BulletImpact/NS_BulletImpact.uasset
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Content/ParticleEffects/BulletImpact/NS_BulletImpact.uasset
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@ -144,18 +144,6 @@ void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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GetController(), this);
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GetController(), this);
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}
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}
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auto character = Cast<ANakatomiCharacter>(Hit.GetActor());
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if (character && character->GetOnDamagedHitNiagaraSystem())
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{
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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character->GetOnDamagedHitNiagaraSystem(),
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Hit.ImpactPoint,
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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}
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}
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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@ -257,11 +257,6 @@ bool ANakatomiCharacter::GetCrouched()
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return false;
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return false;
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}
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}
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UNiagaraSystem* ANakatomiCharacter::GetOnDamagedHitNiagaraSystem()
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{
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return OnDamagedHitNiagaraSystem;
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}
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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{
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{
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}
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}
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@ -45,9 +45,6 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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TArray<UAnimMontage*> OnDamagedHitAnimMontages;
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TArray<UAnimMontage*> OnDamagedHitAnimMontages;
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UPROPERTY(EditDefaultsOnly)
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UNiagaraSystem* OnDamagedHitNiagaraSystem;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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UNakatomiCMC* NakatomiCMC;
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UNakatomiCMC* NakatomiCMC;
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@ -118,8 +115,6 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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bool GetCrouched();
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bool GetCrouched();
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UNiagaraSystem* GetOnDamagedHitNiagaraSystem();
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protected:
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir);
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir);
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@ -406,18 +406,6 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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{
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{
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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GetController(), this);
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GetController(), this);
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auto character = Cast<ANakatomiCharacter>(Hit.GetActor());
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if (character && character->GetOnDamagedHitNiagaraSystem())
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{
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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character->GetOnDamagedHitNiagaraSystem(),
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Hit.ImpactPoint,
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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if (!healthComponent->GetIsDead())
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if (!healthComponent->GetIsDead())
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{
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{
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