Clean up OnDeath function
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f74ae1d263
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@ -44,12 +44,9 @@ void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
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void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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{
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{
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// TODO: Replace pickup spawning with pooling
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if (PickupTemplate)
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if (PickupTemplate)
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{
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{
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AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
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AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
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if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
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if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
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{
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{
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if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetPickupObjectPoolManager(gamemode))
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if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetPickupObjectPoolManager(gamemode))
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@ -64,17 +61,6 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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}
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}
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}
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}
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}
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}
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// FActorSpawnParameters actorSpawnParameters;
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// actorSpawnParameters.Owner = this;
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// actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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//
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// auto spawnLocation = GetActorLocation();
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// spawnLocation.Z = 75.0f;
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//
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// GetWorld()->SpawnActor<AEXPPickup>(EXPPickupTemplate, spawnLocation, FRotator::ZeroRotator,
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// actorSpawnParameters);
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}
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}
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void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
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void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
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