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0361eb2c00
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Content/ProofOfConcept/ProjectileBase_BP.uasset
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Content/ProofOfConcept/ProjectileBase_BP.uasset
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Content/Worlds/_GENERATED/Core/ProjectileBase.uasset
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Content/Worlds/_GENERATED/Core/ProjectileBase.uasset
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@@ -9,6 +9,7 @@ UDDIHealth::UDDIHealth()
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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SetIsReplicatedByDefault(true);
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MaxHealth = 0;
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CurrentHealth = 0;
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ClassName = ClassNames::Scout;
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@@ -41,7 +42,7 @@ void UDDIHealth::BeginPlay()
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MaxHealth += seg;
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CurrentHealth = MaxHealth;
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Cyan, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Emerald, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
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}
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@@ -81,10 +82,9 @@ void UDDIHealth::Heal()
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// Called to cause damage
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void UDDIHealth::TakeDamage(int DamageValue)
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{
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// if (HealTimer.IsValid())
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// HealTimer.Invalidate();
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GetWorld()->GetTimerManager().ClearTimer(HealTimer);
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CurrentHealth -= DamageValue;
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Client Hit\nHealth: %d"), CurrentHealth));
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}
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@@ -36,13 +36,13 @@ protected:
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ClassNames ClassName;
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(int DamageValue);
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public:
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/*Properties*/
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(int DamageValue);
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/*C++ only declarations*/
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private:
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@@ -9,7 +9,7 @@ struct FHealthSegment : public FTableRowBase
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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ClassNames Class;
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ClassNames Class = ClassNames::Basic;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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TArray<int> SegmentList;
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@@ -2,7 +2,10 @@
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#include "DDICharacter.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "OpenConflict/Weapons/Projectiles/ProjectileBase.h"
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// Sets default values
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ADDICharacter::ADDICharacter()
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@@ -17,6 +20,12 @@ ADDICharacter::ADDICharacter()
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->bUsePawnControlRotation = true;
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HealthComponent = CreateDefaultSubobject<UDDIHealth>(TEXT("HealthComponent"));
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GetCapsuleComponent()->SetCollisionProfileName(TEXT("BlockAllDynamic"));
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GetCapsuleComponent()->SetGenerateOverlapEvents(true);
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GetCapsuleComponent()->SetNotifyRigidBodyCollision(true);
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}
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@@ -25,6 +34,11 @@ void ADDICharacter::BeginPlay()
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{
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Super::BeginPlay();
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if (GetCapsuleComponent())
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{
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GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &ADDICharacter::OnHit);
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}
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}
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// Called every frame
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@@ -34,4 +48,69 @@ void ADDICharacter::Tick(float DeltaTime)
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}
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void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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Server_CharacterHit(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit);
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}
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void ADDICharacter::TakeDamage(int Damage)
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{
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HealthComponent->TakeDamage(Damage);
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}
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bool ADDICharacter::Server_SpawnProjectile_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_SpawnProjectile_Implementation()
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{
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FVector Location = GetActorLocation();
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetActorForwardVector();
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Location += Dir * 200.f;
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
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return;
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}
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
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}
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void ADDICharacter::Client_CharacterHit_Implementation()
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{
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TakeDamage(10);
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OnDamageTaken();
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}
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bool ADDICharacter::Client_CharacterHit_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_CharacterHit_Implementation(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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if (AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor))
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{
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// if (Cast<ADDICharacter>(Projectile->Owner) == this)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Emerald, "Damage dealt");
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Client_CharacterHit();
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}
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}
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bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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return true;
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}
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void ADDICharacter::OnRep_Health()
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Health Replicated");
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}
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void ADDICharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ADDICharacter, HealthComponent);
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}
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@@ -4,7 +4,9 @@
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#include "CoreMinimal.h"
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#include "Camera/CameraComponent.h"
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#include "Components/DDIHealth.h"
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#include "GameFramework/Character.h"
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#include "Net/UnrealNetwork.h"
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#include "DDICharacter.generated.h"
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@@ -12,20 +14,69 @@ UCLASS()
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class OPENCONFLICT_API ADDICharacter : public ACharacter
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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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public:
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// Sets default values for this character's properties
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ADDICharacter();
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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UFUNCTION(BlueprintImplementableEvent, Category = "Events")
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void OnDamageTaken();
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public:
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health", ReplicatedUsing=OnRep_Health)
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UDDIHealth* HealthComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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TSubclassOf<AActor> ProjectileClass;
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/*Functions*/
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UFUNCTION()
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void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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UFUNCTION()
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void TakeDamage(int Damage);
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
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void Server_SpawnProjectile();
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UFUNCTION(Client, Reliable, WithValidation, BlueprintCallable)
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void Client_CharacterHit();
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
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void Server_CharacterHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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UFUNCTION()
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void OnRep_Health();
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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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/*Properties*/
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/*Functions*/
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// Sets default values for this character's properties
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ADDICharacter();
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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};
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52
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.cpp
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52
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.cpp
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@@ -0,0 +1,52 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ProjectileBase.h"
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#include "OpenConflict/PlayerCharacter/DDICharacter.h"
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// Sets default values
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AProjectileBase::AProjectileBase()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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bNetLoadOnClient = true;
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InitialLifeSpan = 3.f;
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collision = CreateDefaultSubobject<USphereComponent>("Collision");
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RootComponent = collision;
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collision->BodyInstance.SetCollisionProfileName(TEXT("BlockAllDynamic"));
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projectileMesh = CreateDefaultSubobject<UStaticMeshComponent>("ProjectileMesh");
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projectileMesh->SetupAttachment(collision);
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projectileMotion = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMovementComponent");
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}
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// Called when the game starts or when spawned
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void AProjectileBase::BeginPlay()
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{
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Super::BeginPlay();
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if (collision)
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collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
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}
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// Called every frame
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void AProjectileBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void AProjectileBase::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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// if (ADDICharacter* character = Cast<ADDICharacter>(OtherActor))
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Destroy();
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}
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64
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.h
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64
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.h
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@@ -0,0 +1,64 @@
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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 "Components/SphereComponent.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "ProjectileBase.generated.h"
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UCLASS()
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class OPENCONFLICT_API AProjectileBase : 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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/*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(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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UStaticMeshComponent* projectileMesh;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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USphereComponent* collision;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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UProjectileMovementComponent* projectileMotion;
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/*Functions*/
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UFUNCTION()
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void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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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
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virtual void BeginPlay() override;
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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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AProjectileBase();
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};
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27
Source/OpenConflict/Weapons/WeaponBase.cpp
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27
Source/OpenConflict/Weapons/WeaponBase.cpp
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@@ -0,0 +1,27 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponBase.h"
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// Sets default values
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AWeaponBase::AWeaponBase()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AWeaponBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AWeaponBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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26
Source/OpenConflict/Weapons/WeaponBase.h
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26
Source/OpenConflict/Weapons/WeaponBase.h
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@@ -0,0 +1,26 @@
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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 "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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public:
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// Sets default values for this actor's properties
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AWeaponBase();
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protected:
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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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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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Reference in New Issue
Block a user