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characterS
| Author | SHA1 | Date | |
|---|---|---|---|
| 20a1478bdc | |||
| d2e1db997d |
38
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.cpp
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38
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DDIHealth.h"
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// Sets default values for this component's properties
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UDDIHealth::UDDIHealth()
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{
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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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MaxHealth = 100;
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CurrentHealth = 100;
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}
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// Called when the game starts
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void UDDIHealth::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UDDIHealth::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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// Called to cause damage
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void UDDIHealth::TakeDamage(UDamageType* DamageType)
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{
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}
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59
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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59
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.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 "Components/ActorComponent.h"
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#include "DDIHealth.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UDDIHealth : public UActorComponent
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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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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float MaxHealth; //Stores the default max health of component
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float CurrentHealth; //Stores the active health of component
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(UDamageType* DamageType);
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public:
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/*Properties*/
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/*Functions*/
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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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// Sets default values for this component's properties
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UDDIHealth();
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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