Main Rebase #5
@@ -102,3 +102,14 @@ bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitCompone
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{
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{
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return true;
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return true;
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}
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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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@@ -6,6 +6,7 @@
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/DDIHealth.h"
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#include "Components/DDIHealth.h"
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#include "GameFramework/Character.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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#include "DDICharacter.generated.h"
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@@ -28,7 +29,7 @@ public:
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/*Properties*/
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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UCameraComponent* CameraComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health", ReplicatedUsing=OnRep_Health)
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UDDIHealth* HealthComponent;
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UDDIHealth* HealthComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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@@ -50,6 +51,9 @@ public:
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
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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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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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/*C++ only declarations*/
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private:
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private:
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/*Properties*/
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/*Properties*/
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