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ff5c28ad05
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c1afc827e0
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Content/AnimStarterPack/Hit_React_1_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_1_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_2_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_2_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_3_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_3_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_4_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Hit_React_4_Montage.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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@ -3,6 +3,7 @@
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#include "PlayerCharacter.h"
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// You can remove these, this is just to get intellisense to work
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#include <string>
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#include <Components/CapsuleComponent.h>
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#include <Kismet/GameplayStatics.h>
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@ -443,14 +444,6 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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void APlayerCharacter::OnDamaged()
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{
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Super::OnDamaged();
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int32 randomAnimMontage = FMath::RandRange(0,OnDamagedHitAnimMontages.Num()-1);
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if (OnDamagedHitAnimMontages[randomAnimMontage] != nullptr)
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{
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//TODO: Disable movement while playing animation montage
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PlayAnimMontage(OnDamagedHitAnimMontages[randomAnimMontage]);
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}
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}
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void APlayerCharacter::OnDeath()
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@ -89,9 +89,6 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowExplosiveAnimMontage;
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UPROPERTY(EditDefaultsOnly)
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TArray<UAnimMontage*> OnDamagedHitAnimMontages;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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