weapon setup
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76
Source/OpenConflict/Weapons/MagazineActor.h
Normal file
76
Source/OpenConflict/Weapons/MagazineActor.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "MagazineActor.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAMMO_REPACK);
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UCLASS()
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class OPENCONFLICT_API AMagazineActor : public AActor
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{
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int MAX_COUNT;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int CurrentCount;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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bool ActiveMag = false;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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float RepackDelay = 0.5f;
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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public:
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/*Properties*/
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UPROPERTY(BlueprintAssignable)
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FAMMO_REPACK AMMO_REPACK;
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/*Functions*/
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UFUNCTION(BlueprintImplementableEvent)
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void EmptyMagEvent();
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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void PackMag();
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protected:
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/*Properties*/
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FTimerHandle RepackTimer;
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/*Functions*/
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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/*Properties*/
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bool hasReserveAmmo = true;
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/*Functions*/
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// Sets default values for this actor's properties
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AMagazineActor();
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AMagazineActor(int MaxCount);
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void StripRound();
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void SetAmmoValues(int MaxCount);
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};
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