Clean up base weapon class
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				| @ -17,19 +17,12 @@ void AWeapon::BeginPlay() | ||||
| { | ||||
| 	Super::BeginPlay(); | ||||
| 
 | ||||
| 	TArray<AWeapon*> example; | ||||
| 	GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true); | ||||
| 	UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>(); | ||||
| 
 | ||||
| 	if (expcomponent) | ||||
| 	{ | ||||
| 		//expcomponent->OnEXPLevelUp.AddUniqueDynamic(this, &AWeapon::UpgradeWeapon);
 | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void AWeapon::FireWeaponAction_Implementation() | ||||
| { | ||||
| 	// Do stuff
 | ||||
| 	// This should be overridden in child weapon classes 
 | ||||
| } | ||||
| 
 | ||||
| bool AWeapon::UpgradeWeapon() | ||||
|  | ||||
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