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@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "5.5",
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"EngineAssociation": "5.4",
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"Category": "",
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"Description": "",
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"Modules": [
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@ -1,8 +1,8 @@
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{
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"FileVersion": 3,
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"FriendlyName": "Advanced Sessions",
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"Version": 5.5,
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"VersionName": "5.5",
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"Version": 5.4,
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"VersionName": "5.4",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Category": "Advanced Sessions Plugin",
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"CreatedBy": "Joshua Statzer",
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@ -52,13 +52,6 @@ public:
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FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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// custom handle to join directly from steam ui "Join Game"
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FDelegateHandle OnJoinSessionCompleteDelegateHandle;
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// custom Steam UI Join User function #Self invite#
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void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult);
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// custom Steam UI function to client travel #Self invite#
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void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
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//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
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void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
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@ -28,7 +28,7 @@ class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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// Searches for advertised sessions with the default online subsystem and includes an array of filters
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
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static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, /*bool bSearchLobbies = true,*/ int MinSlotsAvailable = 0);
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static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, bool bSearchLobbies = true, int MinSlotsAvailable = 0);
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static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
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@ -99,7 +99,7 @@ private:
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bool bSecureServersOnly;
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// Search through lobbies
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//bool bSearchLobbies;
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bool bSearchLobbies;
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// Min slots requires to search
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int MinSlotsAvailable;
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@ -20,37 +20,6 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
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{
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}
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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{
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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if (SessionInterface.IsValid())
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{
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
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}
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UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
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}
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void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
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{
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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if (SessionInterface.IsValid())
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{
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FString ConnectInfo;
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if (SessionInterface->GetResolvedConnectString(NAME_GameSession, ConnectInfo))
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{
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APlayerController* PlayerController = GetFirstLocalPlayerController();
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if (PlayerController)
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{
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PlayerController->ClientTravel(ConnectInfo, ETravelType::TRAVEL_Absolute);
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}
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}
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}
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}
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void UAdvancedFriendsGameInstance::Shutdown()
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{
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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@ -65,7 +34,6 @@ void UAdvancedFriendsGameInstance::Shutdown()
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// Clear all of the delegate handles here
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SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
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SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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}
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@ -112,9 +80,6 @@ void UAdvancedFriendsGameInstance::Init()
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SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
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SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
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// Custom steam join game delegate
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SessionInterface->OnSessionUserInviteAcceptedDelegates.AddUObject(this, &UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted);
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}
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else
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{
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@ -16,7 +16,7 @@ UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FOb
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bIsOnSecondSearch = false;
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}
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UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, /*bool bSearchLobbies,*/ int MinSlotsAvailable)
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UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, bool bSearchLobbies, int MinSlotsAvailable)
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{
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UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
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Proxy->PlayerControllerWeakPtr = PlayerController;
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@ -28,7 +28,7 @@ UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSess
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Proxy->bEmptyServersOnly = bEmptyServersOnly,
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Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
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Proxy->bSecureServersOnly = bSecureServersOnly;
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//Proxy->bSearchLobbies = bSearchLobbies;
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Proxy->bSearchLobbies = bSearchLobbies;
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Proxy->MinSlotsAvailable = MinSlotsAvailable;
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return Proxy;
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}
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@ -114,9 +114,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
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case EBPServerPresenceSearchType::ClientServersOnly:
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{
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//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
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}
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break;
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@ -140,9 +140,9 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
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FOnlineSearchSettingsEx DedicatedOnly = tem;
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//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
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//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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if (bSearchLobbies && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
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tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
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//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
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@ -46,7 +46,6 @@ void AMonolithCharacter::BeginPlay()
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// Call the base class
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Super::BeginPlay();
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MaxHealth = Health;
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Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
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CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass()));
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if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed;
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@ -123,19 +122,6 @@ static void UpdateMoveState(FMoveState& MoveState, int Forwards, int Sideways)
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}
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}
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void AMonolithCharacter::IncrementHealth(float amount)
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{
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Health += amount;
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if (Health > MaxHealth)
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{
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Health = MaxHealth;
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}
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else if (Health <= 0)
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{
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Died();
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}
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}
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void AMonolithCharacter::Move(const FInputActionValue& Value)
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{
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// input is a Vector2D
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@ -58,11 +58,6 @@ class AMonolithCharacter : public ACharacter
|
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// Amount of impulse to add when dashing
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UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
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float DashImpulse = 600.f;
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UPROPERTY(EditDefaultsOnly, Category = "Health", meta=(AllowPrivateAccess = "true"))
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float Health = 100.f;
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float MaxHealth;
|
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|
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USkeletalMeshComponent* Mesh1P;
|
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UCharacterMovementComponent* CharMove;
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@ -75,25 +70,6 @@ protected:
|
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void BeginPlay();
|
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void Tick(float DeltaSeconds) override;
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UFUNCTION(BlueprintCallable)
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float GetHealth()
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{
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return Health;
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}
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UFUNCTION(BlueprintCallable)
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void ResetHealth()
|
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{
|
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Health = MaxHealth;
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}
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|
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// Increase/Decrease health by this amount, will handle death
|
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UFUNCTION(BlueprintCallable)
|
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void IncrementHealth(float amount);
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UFUNCTION(BlueprintImplementableEvent)
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void Died();
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|
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
|
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void StopMove();
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|
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