Merge branch 'dev' into Boss-Combat
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38591bfcac
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@ -70,7 +70,7 @@ void UHoldToInitCombat::OnClickDown()
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{
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const AActor* PlayerActor = GetWorld()->GetFirstPlayerController()->GetPawn();
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const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
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const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").TransformPosition(FVector(-100, 0, 0));
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const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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@ -272,7 +272,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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if (GunEffect)
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{
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const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
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const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").TransformPosition(FVector(-100, 0, 0));
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const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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