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			221d31fb85
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			3d290b3ca1
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 3d290b3ca1 | |||
| b67b9bf260 | |||
| b69aa2f1de | |||
| 38280d8dea | |||
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| 4dedadb35e | |||
| 4b79d10184 | |||
| 620d480dc0 | |||
| 0113c6c958 | |||
| fe8cbafd5c | |||
| e703e4c317 | |||
| a3a536a94c | 
							
								
								
									
										
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								Content/Assets/CorridoorAssets/M_SciFiMat.uasset
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								Content/Assets/CorridoorAssets/M_SciFiMat.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFiCity_Texture_Metallic.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFiCity_Texture_Metallic.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFiCity_Texture_Normal.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFiCity_Texture_Normal.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFi_Road_01.uasset
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								Content/Assets/CorridoorAssets/PolygonSciFi_Road_01.uasset
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								Content/Assets/CorridoorAssets/PolygonScifi_01_A.uasset
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								Content/Assets/CorridoorAssets/PolygonScifi_01_A.uasset
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								Content/Assets/CorridoorAssets/PolygonScifi_Emissive_01.uasset
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								Content/Assets/CorridoorAssets/PolygonScifi_Emissive_01.uasset
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								Content/Assets/CorridoorAssets/SM_Bld_Section_Door_07_Door.uasset
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								Content/Assets/CorridoorAssets/SM_Bld_Section_Door_07_Door.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_02.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_02.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_03.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_03.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_04.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_04.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_05.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Graffiti_Wall_05.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Ground_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Ground_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Small_Rocks_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Small_Rocks_01.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Small_Rocks_02.uasset
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								Content/Assets/CorridoorAssets/SM_Env_Small_Rocks_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningGrid_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningGrid_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningUnit_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningUnit_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningUnit_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_AirConditioningUnit_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Barrier_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_ChargingStation_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_ChargingStation_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_01.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_01_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_01_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_02_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_02_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_03_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Crate_Military_03_Lid.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_02.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_03.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_03_Glass.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_03_Glass.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_04.uasset
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								Content/Assets/CorridoorAssets/SM_Prop_Door_04.uasset
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								Content/Blueprints/ThomasLabRooms/BP_TeleporterCube.uasset
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								Content/Enemies/Flats/BP_FlatsMonster.uasset
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								Content/Enemies/Small/AI_SmallEnemy.uasset
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								Content/Enemies/Small/BP_SmallEnemy.uasset
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								Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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								Content/Levels/_GENERATED/ThomasWhitelegg/Box_18AF9D00.uasset
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								Content/Levels/_GENERATED/ThomasWhitelegg/Extrude_4CA95822.uasset
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								Content/Levels/_GENERATED/ThomasWhitelegg/Extrude_B1DF9375.uasset
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								Content/Levels/_GENERATED/ThomasWhitelegg/Path_934A14D3.uasset
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							| @ -46,6 +46,7 @@ void AMonolithCharacter::BeginPlay() | ||||
| 	// Call the base class  
 | ||||
| 	Super::BeginPlay(); | ||||
| 
 | ||||
| 	MaxHealth = Health; | ||||
| 	Mesh1P   = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass())); | ||||
| 	CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass())); | ||||
| 	if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed; | ||||
| @ -122,6 +123,19 @@ static void UpdateMoveState(FMoveState& MoveState, int Forwards, int Sideways) | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void AMonolithCharacter::IncrementHealth(float amount) | ||||
| { | ||||
| 	Health += amount; | ||||
| 	if (Health > MaxHealth) | ||||
| 	{ | ||||
| 		Health = MaxHealth; | ||||
| 	} | ||||
| 	else if (Health <= 0) | ||||
| 	{ | ||||
| 		Died(); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void AMonolithCharacter::Move(const FInputActionValue& Value) | ||||
| { | ||||
| 	// input is a Vector2D
 | ||||
|  | ||||
| @ -59,6 +59,11 @@ class AMonolithCharacter : public ACharacter | ||||
| 	UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true")) | ||||
| 	float DashImpulse = 600.f; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly, Category = "Health", meta=(AllowPrivateAccess = "true")) | ||||
| 	float Health = 100.f; | ||||
| 
 | ||||
| 	float MaxHealth; | ||||
| 	 | ||||
| 	USkeletalMeshComponent* Mesh1P; | ||||
| 	UCharacterMovementComponent* CharMove; | ||||
| 	 | ||||
| @ -70,6 +75,25 @@ protected: | ||||
| 	void BeginPlay(); | ||||
| 	void Tick(float DeltaSeconds) override; | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	float GetHealth() | ||||
| 	{ | ||||
| 		return Health; | ||||
| 	} | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	void ResetHealth() | ||||
| 	{ | ||||
| 		Health = MaxHealth; | ||||
| 	} | ||||
| 
 | ||||
| 	// Increase/Decrease health by this amount, will handle death
 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	void IncrementHealth(float amount); | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintImplementableEvent) | ||||
| 	void Died(); | ||||
| 
 | ||||
| 	/** Called for movement input */ | ||||
| 	void Move(const FInputActionValue& Value); | ||||
| 	void StopMove(); | ||||
|  | ||||
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