Updated EatableItems for AmmoFunctionality
Added ammo base functionality for using the ammo item in game
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Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
BIN
Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
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@ -53,6 +53,9 @@ public:
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UPROPERTY(EditAnywhere, Category = "Item")
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UPROPERTY(EditAnywhere, Category = "Item")
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bool isDamageBuffItem;
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bool isDamageBuffItem;
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UPROPERTY(EditAnywhere, Category = "Item")
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bool isAmmoItemType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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int32 StackCount = 1;
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int32 StackCount = 1;
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@ -16,7 +16,7 @@ void UEatableItems::Use(ATempCharacter* Character)
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{
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{
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if(Character)
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if(Character)
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{
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{
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if(isHealingItem == true)
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if(isHealingItem)
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{
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{
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if (Character->Health < 100)
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if (Character->Health < 100)
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{
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{
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@ -29,12 +29,19 @@ void UEatableItems::Use(ATempCharacter* Character)
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UE_LOG(LogTemp, Display, TEXT("Health is full"));
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UE_LOG(LogTemp, Display, TEXT("Health is full"));
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}
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}
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}
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}
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if(isDamageBuffItem == true)
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if(isDamageBuffItem)
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{
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{
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// need to add the damage buff functionality here
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// need to add the damage buff functionality here
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UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
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UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
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Character->Inventory->RemoveItem(this);
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Character->Inventory->RemoveItem(this);
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}
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}
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if (isAmmoItemType)
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{
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UE_LOG(LogTemp, Display, TEXT("ADD AMMO FUNCTIONALITY HERE"));
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Character->Inventory->RemoveItem(this);
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}
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}
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}
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}
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}
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