Small Projectile Weapon refactor
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375ed69817
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@ -10,7 +10,8 @@ void AProjectileWeapon::FireWeaponAction_Implementation()
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Super::FireWeaponAction_Implementation();
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Super::FireWeaponAction_Implementation();
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remainingProjectilesToSpawn = ProjectilesPerActivation;
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remainingProjectilesToSpawn = ProjectilesPerActivation;
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GetWorldTimerManager().SetTimer(FireProjectileTimerHandler, this, &AProjectileWeapon::FireProjectile, ProjectileSpawningDelay, true, 0.0f);
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GetWorldTimerManager().SetTimer(FireProjectileTimerHandler, this, &AProjectileWeapon::FireProjectile,
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ProjectileSpawningDelay, true, 0.0f);
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}
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}
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void AProjectileWeapon::FireProjectile()
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void AProjectileWeapon::FireProjectile()
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@ -17,8 +17,8 @@ class VAMPIRES_API AProjectileWeapon : public AWeapon
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(EditAnywhere, Category = "Weapon | Projectiles")
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Projectiles")
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TObjectPtr<UProjectileDataAsset> ProjectileTemplate = nullptr;
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TObjectPtr<UProjectileDataAsset> ProjectileTemplate = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Projectiles")
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Projectiles")
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@ -27,16 +27,14 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Projectiles")
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Projectiles")
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float ProjectileSpawningDelay = 0.25f;
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float ProjectileSpawningDelay = 0.25f;
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protected:
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private:
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FTimerHandle FireProjectileTimerHandler;
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FTimerHandle FireProjectileTimerHandler;
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private:
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int remainingProjectilesToSpawn = 0;
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int remainingProjectilesToSpawn = 0;
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public:
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protected:
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virtual void FireWeaponAction_Implementation() override;
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virtual void FireWeaponAction_Implementation() override;
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protected:
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UFUNCTION()
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UFUNCTION()
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virtual void FireProjectile();
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virtual void FireProjectile();
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};
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};
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