weapon setup
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@@ -4,23 +4,79 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "WeaponEnums.h"
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// #include "UMagazine.h"
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#include "WeaponBase.generated.h"
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UCLASS()
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class OPENCONFLICT_API AWeaponBase : 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(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon HUD", meta=(AllowPrivateAccess=true))
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UTexture2D* Texture;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
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WeaponNames WeaponNameEnum;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
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FName AttachSocketName;
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public:
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// Sets default values for this actor's properties
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AWeaponBase();
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/*Ammo counter for in mags*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int MAX_AMMO_COUNT = 30; //Tracks max ammo in one mag, not to be edited during runtime ever
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UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int MagIndex; //Tracks index for ActiveMags Array
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// UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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// TArray<UMagazine*> ActiveMags; //Tracks all mags for weapon
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int RESERVE_MAG_COUNT = 2; //Tracks how many mags are kept in reserve. DO NOT INCLUDE MAG IN WEAPON
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
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int RESERVE_AMMO_POOL_DEFAULT = 120;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* WeaponMesh;
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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()
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void MagRepacking();
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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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protected:
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/*Properties*/
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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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public:
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/*Properties*/
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/*Functions*/
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Sets default values for this actor's properties
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AWeaponBase();
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};
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