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Content/Assets/Door/Door.uasset
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Content/Enemy/BehaviorTrees/BT_Attacking_State.uasset
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Content/Enemy/Worker/C_Worker.uasset
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@ -107,7 +107,6 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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// Set up randomness
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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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@ -138,7 +137,7 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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for (FHitResult Result : HitResults)
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{
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hits->Add(Result);
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DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Red, true, 500, 0U, 0);
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// DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Red, true, 500, 0U, 0);
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}
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}
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}
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@ -15,7 +15,7 @@
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#include "NakatomiCMC.h"
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#include "WeaponThrowable.h"
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#include "NiagaraFunctionLibrary.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -369,7 +369,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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for (FHitResult Result : HitResults)
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{
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hits->Add(Result);
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DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
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// DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
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}
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}
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}
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