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No commits in common. "d07932771c8cccb83a019fee94677c87fd82007e" and "a2d483dcc264f6fe6da0d8cbe11d10117fd629f6" have entirely different histories.
d07932771c
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a2d483dcc2
@ -41,10 +41,10 @@ void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon
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FActorSpawnParameters SpawnParameters;
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.Owner = GetOwner();
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SpawnParameters.Owner = GetOwner();
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, GetOwner()->GetTransform(), SpawnParameters);
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if (weapon->FollowPlayer)
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if (weapon->FollowPlayer)
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{
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{
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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}
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}
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else
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else
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{
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{
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@ -42,13 +42,11 @@ void ASwarmAgent::OnSwarmAgentBeginOverlap(UPrimitiveComponent* OverlappedCompon
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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 (AWeapon* ownerWeapon = Cast<AWeapon>(GetOwner()))
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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{
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if (AVampireCharacter* character = Cast<AVampireCharacter>(ownerWeapon->GetOwner()))
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AController* ownerController = character->GetController();
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{
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AWeapon* ownerWeapon = Cast<AWeapon>(GetOwner());
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AController* ownerController = character->GetController();
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EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, ownerController, this);
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EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, 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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}
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}
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@ -52,7 +52,7 @@ void ASwarmWeapon::TimelineCallback(float val)
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FVector Direction = FVector(0.0, 1, 0.0);
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FVector Direction = FVector(0.0, 1, 0.0);
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FVector RotatedDirection = Direction.RotateAngleAxis(val * 360.0f + offset, FVector(0.0f, 0.0f, 1.0f));
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FVector RotatedDirection = Direction.RotateAngleAxis(val * 360.0f + offset, FVector(0.0f, 0.0f, 1.0f));
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FVector NewLocation = CenterLocation + (RotatedDirection * Distance);
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FVector NewLocation = CenterLocation + (RotatedDirection * Distance);
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NewLocation.Z = 190.0f;
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NewLocation.Z = 140.0f;
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SwarmActors[i]->SetActorLocation(NewLocation);
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SwarmActors[i]->SetActorLocation(NewLocation);
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}
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}
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}
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}
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