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@ -65,27 +65,28 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
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{
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{
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UHealthComponent* EnemyHealthComponent = EnemyCharacter.OverlappedEnemyCharacter->GetHealthComponent();
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UHealthComponent* EnemyHealthComponent = EnemyCharacter.OverlappedEnemyCharacter->GetHealthComponent();
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if (EnemyHealthComponent == nullptr)
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{
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return;
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}
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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EnemyHealthComponent->TakeDamage(EnemyCharacter.OverlappedEnemyCharacter, Damage, nullptr,
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ownerController, this);
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if (!EnemyHealthComponent->GetIsDead())
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if (!EnemyHealthComponent->GetIsDead())
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{
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{
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if (!EnemyHealthComponent->GetIsDead())
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FVector Direction = EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() - this->GetActorLocation();
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{
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Direction.Normalize();
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FVector Direction = EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() - this->
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float distance = SphereComponent->GetScaledSphereRadius();
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GetActorLocation();
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Direction *= distance;
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Direction.Normalize();
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EnemyCharacter.OverlappedEnemyCharacter->SetActorLocation(
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float distance = SphereComponent->GetScaledSphereRadius();
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EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() + Direction);
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Direction *= distance;
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EnemyCharacter.OverlappedEnemyCharacter->SetActorLocation(
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EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() + Direction);
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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EnemyHealthComponent->TakeDamage(EnemyCharacter.OverlappedEnemyCharacter, Damage, nullptr,
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ownerController, this);
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}
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}
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}
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}
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}
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