Update remaining includes
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@ -3,6 +3,7 @@
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#include "EXPPickup.h"
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#include "EXPComponent.h"
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#include "PlayerCharacter.h"
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void AEXPPickup::BeginPlay()
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@ -3,6 +3,10 @@
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#include "EnemyCharacter.h"
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#include "EXPPickup.h"
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#include "HealthComponent.h"
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#include "ObjectPoolComponent.h"
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#include "ObjectPoolManager.h"
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#include "VampireGameMode.h"
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#include "Kismet/GameplayStatics.h"
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@ -3,12 +3,12 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "EXPPickup.h"
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#include "ObjectPoolComponent.h"
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#include "VampireCharacter.h"
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#include "BehaviorTree/BehaviorTree.h"
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#include "EnemyCharacter.generated.h"
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class UObjectPoolComponent;
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class UBehaviorTree;
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class AEXPPickup;
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/**
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*
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*/
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@ -3,6 +3,7 @@
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#include "GoldPickup.h"
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#include "GoldComponent.h"
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#include "PlayerCharacter.h"
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class APlayerCharacter;
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@ -2,7 +2,6 @@
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#include "ObjectPoolManager.h"
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#include "ObjectPoolComponent.h"
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// Called when the game starts or when spawned
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@ -4,8 +4,9 @@
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#include "Pickup.h"
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#include "PlayerCharacter.h"
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#include "Components/SphereComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "PaperSpriteComponent.h"
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// Sets default values
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APickup::APickup()
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@ -19,7 +20,7 @@ APickup::APickup()
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SphereComponent->SetSphereRadius(25.0f);
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SpriteComponent = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("Sprite Component"));
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SpriteComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f));
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SpriteComponent->SetRelativeRotation(FRotator(0.0f, 90.0f, -90.0f));
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SpriteComponent->SetRelativeScale3D(FVector(.5f, .5f, .5f));
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SpriteComponent->SetupAttachment(RootComponent);
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}
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@ -3,11 +3,12 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/Actor.h"
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#include "PaperSpriteComponent.h"
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#include "Pickup.generated.h"
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class USphereComponent;
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class UPaperSpriteComponent;
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UCLASS()
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class VAMPIRES_API APickup : public AActor
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{
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@ -6,7 +6,13 @@
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#include "VampirePlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "InputMappingContext.h"
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#include "WeaponInventoryComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/WidgetComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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APlayerCharacter::APlayerCharacter()
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{
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@ -39,9 +45,9 @@ APlayerCharacter::APlayerCharacter()
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// Create HealthBar Widget Component
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HealthBarWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Healthbar"));
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HealthBarWidgetComponent->SetupAttachment(RootComponent);
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HealthBarWidgetComponent->SetRelativeLocation(FVector(0,0,90));
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HealthBarWidgetComponent->SetRelativeLocation(FVector(0, 0, 90));
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HealthBarWidgetComponent->SetTwoSided(true);
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HealthBarWidgetComponent->SetBackgroundColor(FLinearColor(1,1,1,0));
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HealthBarWidgetComponent->SetBackgroundColor(FLinearColor(1, 1, 1, 0));
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}
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void APlayerCharacter::BeginPlay()
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@ -3,16 +3,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "VampireCharacter.h"
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#include "WeaponInventoryComponent.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/WidgetComponent.h"
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#include "PlayerCharacter.generated.h"
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struct FInputActionInstance;
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class UWidgetComponent;
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class UWeaponInventoryComponent;
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class UGoldComponent;
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class UEXPComponent;
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class UCameraComponent;
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class USpringArmComponent;
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class UInputMappingContext;
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class UInputAction;
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@ -3,6 +3,11 @@
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#include "VampireAIController.h"
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#include "EnemyCharacter.h"
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#include "HealthComponent.h"
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#include "VampireCharacter.h"
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#include "BehaviorTree/BehaviorTree.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Navigation/CrowdFollowingComponent.h"
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@ -4,13 +4,12 @@
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "DetourCrowdAIController.h"
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#include "EnemyCharacter.h"
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#include "HealthComponent.h"
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#include "PlayerCharacter.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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#include "VampireAIController.generated.h"
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class AEnemyCharacter;
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class APlayerCharacter;
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class UBehaviorTreeComponent;
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class UBlackboardComponent;
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/**
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*
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*/
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@ -3,6 +3,9 @@
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#include "VampireCharacter.h"
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#include "HealthComponent.h"
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#include "PaperFlipbookComponent.h"
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// Sets default values
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AVampireCharacter::AVampireCharacter()
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{
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@ -4,10 +4,11 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "HealthComponent.h"
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#include "PaperFlipbookComponent.h"
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#include "VampireCharacter.generated.h"
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class UHealthComponent;
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class UPaperFlipbookComponent;
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UCLASS()
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class VAMPIRES_API AVampireCharacter : public ACharacter
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{
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@ -3,6 +3,10 @@
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#include "VampireGameMode.h"
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#include "EnemyCharacter.h"
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#include "ObjectPoolManager.h"
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.h"
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#include "Components/CapsuleComponent.h"
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#include "Kismet/GameplayStatics.h"
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@ -3,13 +3,13 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "EnemyCharacter.h"
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#include "ObjectPoolManager.h"
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.h"
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#include "GameFramework/GameMode.h"
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#include "VampireGameMode.generated.h"
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class AObjectPoolManager;
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class AVampirePlayerController;
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class APlayerCharacter;
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class AEnemyCharacter;
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/**
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*
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*/
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@ -2,6 +2,7 @@
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#include "WeaponInventoryComponent.h"
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#include "Weapon.h"
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// Sets default values for this component's properties
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UWeaponInventoryComponent::UWeaponInventoryComponent()
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#pragma once
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#include "CoreMinimal.h"
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#include "Weapon.h"
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#include "Components/ActorComponent.h"
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#include "WeaponInventoryComponent.generated.h"
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class AWeapon;
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
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{
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