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			3d290b3ca1
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							| @ -46,7 +46,6 @@ void AMonolithCharacter::BeginPlay() | |||||||
| 	// Call the base class  
 | 	// Call the base class  
 | ||||||
| 	Super::BeginPlay(); | 	Super::BeginPlay(); | ||||||
| 
 | 
 | ||||||
| 	MaxHealth = Health; |  | ||||||
| 	Mesh1P   = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass())); | 	Mesh1P   = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass())); | ||||||
| 	CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass())); | 	CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass())); | ||||||
| 	if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed; | 	if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed; | ||||||
| @ -123,19 +122,6 @@ 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) | void AMonolithCharacter::Move(const FInputActionValue& Value) | ||||||
| { | { | ||||||
| 	// input is a Vector2D
 | 	// input is a Vector2D
 | ||||||
|  | |||||||
| @ -58,11 +58,6 @@ class AMonolithCharacter : public ACharacter | |||||||
| 	// Amount of impulse to add when dashing
 | 	// Amount of impulse to add when dashing
 | ||||||
| 	UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true")) | 	UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true")) | ||||||
| 	float DashImpulse = 600.f; | 	float DashImpulse = 600.f; | ||||||
| 
 |  | ||||||
| 	UPROPERTY(EditDefaultsOnly, Category = "Health", meta=(AllowPrivateAccess = "true")) |  | ||||||
| 	float Health = 100.f; |  | ||||||
| 
 |  | ||||||
| 	float MaxHealth; |  | ||||||
| 	 | 	 | ||||||
| 	USkeletalMeshComponent* Mesh1P; | 	USkeletalMeshComponent* Mesh1P; | ||||||
| 	UCharacterMovementComponent* CharMove; | 	UCharacterMovementComponent* CharMove; | ||||||
| @ -75,25 +70,6 @@ protected: | |||||||
| 	void BeginPlay(); | 	void BeginPlay(); | ||||||
| 	void Tick(float DeltaSeconds) override; | 	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 */ | 	/** Called for movement input */ | ||||||
| 	void Move(const FInputActionValue& Value); | 	void Move(const FInputActionValue& Value); | ||||||
| 	void StopMove(); | 	void StopMove(); | ||||||
|  | |||||||
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