Merge branch 'dev' into Level-1-bloackout
This commit is contained in:
		
						commit
						69f4b8e603
					
				@ -1,15 +1,10 @@
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			|||||||
{
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					{
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			||||||
  "version": "1.0",
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					  "version": "1.0",
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			||||||
  "components": [
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					  "components": [
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			||||||
    "Microsoft.Net.Component.4.6.2.TargetingPack",
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					 | 
				
			||||||
    "Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64",
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					 | 
				
			||||||
    "Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64",
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					 | 
				
			||||||
    "Microsoft.VisualStudio.Component.VC.Tools.ARM64",
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					    "Microsoft.VisualStudio.Component.VC.Tools.ARM64",
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			||||||
    "Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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					    "Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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			||||||
    "Microsoft.VisualStudio.Component.Windows10SDK",
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					    "Microsoft.VisualStudio.Component.Windows10SDK",
 | 
				
			||||||
    "Microsoft.VisualStudio.Workload.CoreEditor",
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					    "Microsoft.VisualStudio.Workload.CoreEditor",
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			||||||
    "Microsoft.VisualStudio.Workload.ManagedDesktop",
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					 | 
				
			||||||
    "Microsoft.VisualStudio.Workload.NativeCrossPlat",
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					 | 
				
			||||||
    "Microsoft.VisualStudio.Workload.NativeDesktop",
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					    "Microsoft.VisualStudio.Workload.NativeDesktop",
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			||||||
    "Microsoft.VisualStudio.Workload.NativeGame",
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					    "Microsoft.VisualStudio.Workload.NativeGame",
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			||||||
    "Microsoft.VisualStudio.Workload.Universal"
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					    "Microsoft.VisualStudio.Workload.Universal"
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			||||||
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			|||||||
@ -128,3 +128,15 @@ CompressionQualityModifier=1.000000
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			|||||||
AutoStreamingThreshold=0.000000
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					AutoStreamingThreshold=0.000000
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			||||||
SoundCueCookQualityIndex=-1
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					SoundCueCookQualityIndex=-1
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			||||||
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			||||||
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					[/Script/GameplayDebugger.GameplayDebuggerConfig]
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			||||||
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					CategorySlot1=One
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			||||||
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					CategorySlot2=Two
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			||||||
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					CategorySlot3=Three
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			||||||
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					CategorySlot4=Four
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					CategorySlot5=Five
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					CategorySlot6=Six
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			||||||
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					CategorySlot7=Seven
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			||||||
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					CategorySlot8=Eight
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			||||||
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					CategorySlot9=Nine
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					CategorySlot0=Zero
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@ -82,6 +82,7 @@ DoubleClickTime=0.200000
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			|||||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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					+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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			||||||
+ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
 | 
					+ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
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			||||||
+ActionMappings=(ActionName="RightClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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					+ActionMappings=(ActionName="RightClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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			||||||
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					+ActionMappings=(ActionName="Sneak",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
 | 
				
			||||||
+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
 | 
					+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
 | 
				
			||||||
+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
 | 
					+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
 | 
				
			||||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
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					+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
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			||||||
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			|||||||
							
								
								
									
										
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								Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
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								Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
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								Content/Images/ammoicon.uasset
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							@ -40,13 +40,11 @@ bool UInventoryComponent::AddItem(class UBaseItem* BaseItem)
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	BaseItem->StoredItems = this;
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						BaseItem->StoredItems = this;
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	BaseItem->World = GetWorld();
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						BaseItem->World = GetWorld();
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	bool isNewItem = true;
 | 
						bool isNewItem = true;
 | 
				
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	// for every item in inventory
 | 
					 | 
				
			||||||
	for (auto & Item : Items)
 | 
						for (auto & Item : Items)
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	{
 | 
						{
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			||||||
		//if the item is the same as the item that is being added
 | 
							//if the item is the same as the item that is being added
 | 
				
			||||||
		if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString())
 | 
							if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString())
 | 
				
			||||||
		{
 | 
							{
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			||||||
			//add the amount of the item that is being added to the item in the inventory
 | 
					 | 
				
			||||||
			Item->StackCount++;
 | 
								Item->StackCount++;
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			||||||
			UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount);
 | 
								UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount);
 | 
				
			||||||
			isNewItem = false;
 | 
								isNewItem = false;
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			||||||
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			|||||||
@ -14,3 +14,4 @@ void UBaseItem::Use(ATempCharacter* Character)
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{
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					{
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 | 
						
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			||||||
}
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					}
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@ -53,6 +53,9 @@ public:
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	UPROPERTY(EditAnywhere, Category = "Item")
 | 
						UPROPERTY(EditAnywhere, Category = "Item")
 | 
				
			||||||
	bool isDamageBuffItem;
 | 
						bool isDamageBuffItem;
 | 
				
			||||||
 | 
					
 | 
				
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 | 
						UPROPERTY(EditAnywhere, Category = "Item")
 | 
				
			||||||
 | 
						bool isAmmoItemType;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
 | 
						UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
 | 
				
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	int32 StackCount = 1;
 | 
						int32 StackCount = 1;
 | 
				
			||||||
	
 | 
						
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@ -69,4 +72,5 @@ public:
 | 
				
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	//This is the same as the use item class but its in BP instead
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						//This is the same as the use item class but its in BP instead
 | 
				
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	UFUNCTION(BlueprintImplementableEvent)
 | 
						UFUNCTION(BlueprintImplementableEvent)
 | 
				
			||||||
	void OnUse(class ATempCharacter* Character);
 | 
						void OnUse(class ATempCharacter* Character);
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			||||||
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};
 | 
					};
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@ -16,13 +16,12 @@ void UEatableItems::Use(ATempCharacter* Character)
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{
 | 
					{
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	if(Character)
 | 
						if(Character)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		if(isHealingItem == true)
 | 
							if(isHealingItem)
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			if (Character->Health < 100)
 | 
								if (Character->Health < 100)
 | 
				
			||||||
			{
 | 
								{
 | 
				
			||||||
				Character->Health += 10;
 | 
									Character->Health += 10;
 | 
				
			||||||
				UE_LOG(LogTemp, Display, TEXT("Healed"));
 | 
									UE_LOG(LogTemp, Display, TEXT("Healed"));
 | 
				
			||||||
				//delete itself
 | 
					 | 
				
			||||||
				Character->Inventory->RemoveItem(this);
 | 
									Character->Inventory->RemoveItem(this);
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
			else if (Character->Health >= 100)
 | 
								else if (Character->Health >= 100)
 | 
				
			||||||
@ -30,18 +29,27 @@ void UEatableItems::Use(ATempCharacter* Character)
 | 
				
			|||||||
				UE_LOG(LogTemp, Display, TEXT("Health is full"));
 | 
									UE_LOG(LogTemp, Display, TEXT("Health is full"));
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
		if(isDamageBuffItem == true)
 | 
							
 | 
				
			||||||
 | 
							if(isDamageBuffItem)
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			// need to add the damage buff functionality here
 | 
								// need to add the damage buff functionality here
 | 
				
			||||||
			UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
 | 
								UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
 | 
				
			||||||
			Character->Inventory->RemoveItem(this);
 | 
								Character->Inventory->RemoveItem(this);
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
	}
 | 
					
 | 
				
			||||||
 | 
							if (isAmmoItemType)
 | 
				
			||||||
	/*
 | 
							{
 | 
				
			||||||
	when player uses the item syrengine to debuff enemies
 | 
								TurnBaseCombat = GetWorld()->GetGameState<ATurnBaseCombatV2>();
 | 
				
			||||||
	detect what enemie actors the player is fighting with
 | 
								if (TurnBaseCombat->IronResource > 10)
 | 
				
			||||||
	lower their damage by a value.
 | 
								{
 | 
				
			||||||
	*/
 | 
									TurnBaseCombat->IronResource += 5;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								if (TurnBaseCombat->SulfurResource > 10)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									TurnBaseCombat->SulfurResource += 5;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
								Character->Inventory->RemoveItem(this);
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
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			||||||
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			|||||||
@ -4,6 +4,7 @@
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
#include "CoreMinimal.h"
 | 
					#include "CoreMinimal.h"
 | 
				
			||||||
#include "BaseItem.h"
 | 
					#include "BaseItem.h"
 | 
				
			||||||
 | 
					#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
 | 
				
			||||||
#include "EatableItems.generated.h"
 | 
					#include "EatableItems.generated.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/**
 | 
					/**
 | 
				
			||||||
@ -19,4 +20,9 @@ class THE_TWILIGHT_ABYSS_API UEatableItems : public UBaseItem
 | 
				
			|||||||
protected:
 | 
					protected:
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
	virtual void Use(class ATempCharacter* Character) override;
 | 
						virtual void Use(class ATempCharacter* Character) override;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					private:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						ATurnBaseCombatV2* TurnBaseCombat;
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
				
			|||||||
@ -5,7 +5,11 @@
 | 
				
			|||||||
#include "Blueprint/UserWidget.h"
 | 
					#include "Blueprint/UserWidget.h"
 | 
				
			||||||
#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
 | 
					#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
 | 
				
			||||||
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
 | 
					#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
 | 
				
			||||||
 | 
					#include "GameFramework/CharacterMovementComponent.h"
 | 
				
			||||||
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
 | 
					#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
 | 
				
			||||||
 | 
					#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
 | 
				
			||||||
 | 
					#include "Components/SphereComponent.h"
 | 
				
			||||||
 | 
					#include "Kismet/KismetMathLibrary.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// CONSTRUCTOR
 | 
					// CONSTRUCTOR
 | 
				
			||||||
@ -17,6 +21,8 @@ ATempCharacter::ATempCharacter()
 | 
				
			|||||||
	Inventory->MaxItemSlots = 10;
 | 
						Inventory->MaxItemSlots = 10;
 | 
				
			||||||
	GoldBalance = GoldBalance;
 | 
						GoldBalance = GoldBalance;
 | 
				
			||||||
	Health = Health;
 | 
						Health = Health;
 | 
				
			||||||
 | 
						this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Called when the game starts or when spawned
 | 
					// Called when the game starts or when spawned
 | 
				
			||||||
@ -25,6 +31,17 @@ void ATempCharacter::BeginPlay()
 | 
				
			|||||||
	Super::BeginPlay();
 | 
						Super::BeginPlay();
 | 
				
			||||||
	Health = 100;
 | 
						Health = 100;
 | 
				
			||||||
	ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
 | 
						ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
 | 
				
			||||||
 | 
						PlayerCapsule = GetCapsuleComponent();
 | 
				
			||||||
 | 
						TArray<AActor*> AllActorsInScene;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
 | 
				
			||||||
 | 
						UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
 | 
				
			||||||
 | 
						PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						Enemy = TEXT("Enemy");
 | 
				
			||||||
 | 
						UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						Ammo = TEXT("Ammo");
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//Binds the input we made in the setup player component to the forward vector
 | 
					//Binds the input we made in the setup player component to the forward vector
 | 
				
			||||||
@ -38,6 +55,38 @@ void ATempCharacter::RightMoveInput(float Axis)
 | 
				
			|||||||
	AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis);
 | 
						AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ATempCharacter::Sneak()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						UE_LOG(LogTemp, Display, TEXT("Sneak activated"));
 | 
				
			||||||
 | 
						if (bIsCrouched)
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							UnCrouch();
 | 
				
			||||||
 | 
							PostProcessVolume->Settings.VignetteIntensity = 0.0f;
 | 
				
			||||||
 | 
							for (AActor* Actor : AIActors)
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
 | 
				
			||||||
 | 
								if (SphereComponent != nullptr)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									SphereComponent->SetSphereRadius(40.0f); //default value
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						else
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							Crouch();
 | 
				
			||||||
 | 
							for (AActor* Actor : AIActors)
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
 | 
				
			||||||
 | 
								if (SphereComponent != nullptr)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									SphereComponent->SetSphereRadius(15.0f);
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
							PostProcessVolume->Settings.VignetteIntensity = 0.8f;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Called every frame
 | 
					// Called every frame
 | 
				
			||||||
void ATempCharacter::Tick(float DeltaTime)
 | 
					void ATempCharacter::Tick(float DeltaTime)
 | 
				
			||||||
@ -53,6 +102,9 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
 | 
				
			|||||||
	PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
 | 
						PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
 | 
				
			||||||
	PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
 | 
						PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
 | 
				
			||||||
	PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
 | 
						PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ATempCharacter::Jump);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Pressed, this, &ATempCharacter::Sneak);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Released, this, &ATempCharacter::Sneak);
 | 
				
			||||||
	PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
 | 
						PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -62,6 +114,8 @@ void ATempCharacter::KeyPressed()
 | 
				
			|||||||
	LineTraceLogic();
 | 
						LineTraceLogic();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Line trace logic
 | 
					// Line trace logic
 | 
				
			||||||
void ATempCharacter::LineTraceLogic()
 | 
					void ATempCharacter::LineTraceLogic()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
@ -98,6 +152,10 @@ void ATempCharacter::LineTraceLogic()
 | 
				
			|||||||
			{
 | 
								{
 | 
				
			||||||
				UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
 | 
									UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
 | 
								if(OutHit.GetActor()->ActorHasTag(Ammo))
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									OutHit.GetActor()->Destroy();
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
		// if the actor hit has the interaction component/script then it will activate the code
 | 
							// if the actor hit has the interaction component/script then it will activate the code
 | 
				
			||||||
		
 | 
							
 | 
				
			||||||
@ -140,49 +198,46 @@ void ATempCharacter::LineTraceLogic()
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
void ATempCharacter::InputDisabler()
 | 
					void ATempCharacter::InputDisabler()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
 | 
						//Disable Character Movement
 | 
				
			||||||
	disableTab = true;
 | 
						if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
 | 
				
			||||||
	//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
 | 
					 | 
				
			||||||
	if (ThisCamera == nullptr)
 | 
					 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		return;
 | 
							PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	else
 | 
						//Set to UI Mode Only
 | 
				
			||||||
 | 
						APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
 | 
				
			||||||
 | 
						PlayerController->SetInputMode(FInputModeUIOnly());
 | 
				
			||||||
 | 
						PlayerController->bShowMouseCursor = true;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						disableTab = true;
 | 
				
			||||||
 | 
						if (ThisCamera != nullptr)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		OriginalCameraLocation = ThisCamera->GetComponentLocation();
 | 
							OriginalCameraLocation = ThisCamera->GetComponentLocation();
 | 
				
			||||||
		OriginalCameraRotation = ThisCamera->GetComponentRotation();
 | 
							OriginalCameraRotation = ThisCamera->GetComponentRotation();
 | 
				
			||||||
		OriginalCameraFOV = ThisCamera->FieldOfView;
 | 
							OriginalCameraFOV = ThisCamera->FieldOfView;
 | 
				
			||||||
		//ulog the originalcameralocation value
 | 
					 | 
				
			||||||
		UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
 | 
							UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void ATempCharacter::InputEnabler()
 | 
					void ATempCharacter::InputEnabler()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
 | 
						//Enable Character Movement
 | 
				
			||||||
 | 
						if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						//Reset UI Mode
 | 
				
			||||||
 | 
						APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
 | 
				
			||||||
 | 
						PlayerController->SetInputMode(FInputModeGameOnly());
 | 
				
			||||||
 | 
						PlayerController->bShowMouseCursor = false;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
	UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
 | 
						UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
 | 
				
			||||||
	disableTab = true;
 | 
						disableTab = true;
 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
 | 
					 | 
				
			||||||
	GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
 | 
					 | 
				
			||||||
	//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
 | 
					 | 
				
			||||||
	TraceDistance = 300;
 | 
						TraceDistance = 300;
 | 
				
			||||||
	if (ThisCamera == nullptr)
 | 
						if (ThisCamera != nullptr)
 | 
				
			||||||
	{
 | 
					 | 
				
			||||||
		return;
 | 
					 | 
				
			||||||
	}
 | 
					 | 
				
			||||||
	else
 | 
					 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		ThisCamera->SetWorldLocation(OriginalCameraLocation);
 | 
							ThisCamera->SetWorldLocation(OriginalCameraLocation);
 | 
				
			||||||
		ThisCamera->SetWorldRotation(OriginalCameraRotation);
 | 
							ThisCamera->SetWorldRotation(OriginalCameraRotation);
 | 
				
			||||||
		ThisCamera->FieldOfView = OriginalCameraFOV;
 | 
							ThisCamera->FieldOfView = OriginalCameraFOV;
 | 
				
			||||||
		//ulog the originalcameralocation value
 | 
					 | 
				
			||||||
		UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
 | 
							UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
@ -192,7 +247,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
 | 
				
			|||||||
	if(Item)
 | 
						if(Item)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		Item->Use(this);
 | 
							Item->Use(this);
 | 
				
			||||||
		Item->OnUse(this); //Blueprint Version
 | 
							Item->OnUse(this); //OnUse is a Blueprint Version
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
@ -6,7 +6,7 @@
 | 
				
			|||||||
#include "GameFramework/Character.h"
 | 
					#include "GameFramework/Character.h"
 | 
				
			||||||
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
 | 
					#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
 | 
				
			||||||
#include "Camera/CameraComponent.h"
 | 
					#include "Camera/CameraComponent.h"
 | 
				
			||||||
#include "Kismet/KismetMathLibrary.h"
 | 
					#include "Engine/PostProcessVolume.h"
 | 
				
			||||||
#include "TempCharacter.generated.h"
 | 
					#include "TempCharacter.generated.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
UCLASS()
 | 
					UCLASS()
 | 
				
			||||||
@ -25,6 +25,12 @@ protected:
 | 
				
			|||||||
	void ForwardInput(float Axis);
 | 
						void ForwardInput(float Axis);
 | 
				
			||||||
	void RightMoveInput(float Axis);
 | 
						void RightMoveInput(float Axis);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						UFUNCTION()
 | 
				
			||||||
 | 
						void Sneak();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						UCapsuleComponent* PlayerCapsule;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public:
 | 
					public:
 | 
				
			||||||
	// Called every frame
 | 
						// Called every frame
 | 
				
			||||||
	virtual void Tick(float DeltaTime) override;
 | 
						virtual void Tick(float DeltaTime) override;
 | 
				
			||||||
@ -81,4 +87,12 @@ public:
 | 
				
			|||||||
	UPROPERTY(BlueprintReadWrite)
 | 
						UPROPERTY(BlueprintReadWrite)
 | 
				
			||||||
	bool disableTab = false;
 | 
						bool disableTab = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						APostProcessVolume* PostProcessVolume;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						TArray <AActor*> AIActors;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						FName Enemy;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						FName Ammo;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
				
			|||||||
							
								
								
									
										277
									
								
								UpgradeLog.htm
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										277
									
								
								UpgradeLog.htm
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,277 @@
 | 
				
			|||||||
 | 
					<!DOCTYPE html>
 | 
				
			||||||
 | 
					<!-- saved from url=(0014)about:internet -->
 | 
				
			||||||
 | 
					 <html xmlns:msxsl="urn:schemas-microsoft-com:xslt"><head><meta content="en-us" http-equiv="Content-Language" /><meta content="text/html; charset=utf-16" http-equiv="Content-Type" /><title _locID="ConversionReport0">
 | 
				
			||||||
 | 
					          Migration Report
 | 
				
			||||||
 | 
					        </title><style> 
 | 
				
			||||||
 | 
					                    /* Body style, for the entire document */
 | 
				
			||||||
 | 
					                    body
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        background: #F3F3F4;
 | 
				
			||||||
 | 
					                        color: #1E1E1F;
 | 
				
			||||||
 | 
					                        font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
 | 
				
			||||||
 | 
					                        padding: 0;
 | 
				
			||||||
 | 
					                        margin: 0;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Header1 style, used for the main title */
 | 
				
			||||||
 | 
					                    h1
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        padding: 10px 0px 10px 10px;
 | 
				
			||||||
 | 
					                        font-size: 21pt;
 | 
				
			||||||
 | 
					                        background-color: #E2E2E2;
 | 
				
			||||||
 | 
					                        border-bottom: 1px #C1C1C2 solid; 
 | 
				
			||||||
 | 
					                        color: #201F20;
 | 
				
			||||||
 | 
					                        margin: 0;
 | 
				
			||||||
 | 
					                        font-weight: normal;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Header2 style, used for "Overview" and other sections */
 | 
				
			||||||
 | 
					                    h2
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        font-size: 18pt;
 | 
				
			||||||
 | 
					                        font-weight: normal;
 | 
				
			||||||
 | 
					                        padding: 15px 0 5px 0;
 | 
				
			||||||
 | 
					                        margin: 0;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Header3 style, used for sub-sections, such as project name */
 | 
				
			||||||
 | 
					                    h3
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        font-weight: normal;
 | 
				
			||||||
 | 
					                        font-size: 15pt;
 | 
				
			||||||
 | 
					                        margin: 0;
 | 
				
			||||||
 | 
					                        padding: 15px 0 5px 0;
 | 
				
			||||||
 | 
					                        background-color: transparent;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Color all hyperlinks one color */
 | 
				
			||||||
 | 
					                    a
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        color: #1382CE;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Table styles */ 
 | 
				
			||||||
 | 
					                    table
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        border-spacing: 0 0;
 | 
				
			||||||
 | 
					                        border-collapse: collapse;
 | 
				
			||||||
 | 
					                        font-size: 10pt;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    table th
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        background: #E7E7E8;
 | 
				
			||||||
 | 
					                        text-align: left;
 | 
				
			||||||
 | 
					                        text-decoration: none;
 | 
				
			||||||
 | 
					                        font-weight: normal;
 | 
				
			||||||
 | 
					                        padding: 3px 6px 3px 6px;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    table td
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        vertical-align: top;
 | 
				
			||||||
 | 
					                        padding: 3px 6px 5px 5px;
 | 
				
			||||||
 | 
					                        margin: 0px;
 | 
				
			||||||
 | 
					                        border: 1px solid #E7E7E8;
 | 
				
			||||||
 | 
					                        background: #F7F7F8;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Local link is a style for hyperlinks that link to file:/// content, there are lots so color them as 'normal' text until the user mouse overs */
 | 
				
			||||||
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					                    .localLink
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        color: #1E1E1F;
 | 
				
			||||||
 | 
					                        background: #EEEEED;
 | 
				
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 | 
					                        text-decoration: none;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    .localLink:hover
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        color: #1382CE;
 | 
				
			||||||
 | 
					                        background: #FFFF99;
 | 
				
			||||||
 | 
					                        text-decoration: none;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
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					                    /* Center text, used in the over views cells that contain message level counts */ 
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 | 
					                    .textCentered
 | 
				
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 | 
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 | 
				
			||||||
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 | 
				
			||||||
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 | 
				
			||||||
 | 
					
 | 
				
			||||||
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					                    /* The message cells in message tables should take up all avaliable space */
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			||||||
 | 
					                    .messageCell
 | 
				
			||||||
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					                    {
 | 
				
			||||||
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					                        width: 100%;
 | 
				
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 | 
				
			||||||
 | 
					
 | 
				
			||||||
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					                    /* Padding around the content after the h1 */ 
 | 
				
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					                    #content 
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			||||||
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					                    {
 | 
				
			||||||
 | 
						                    padding: 0px 12px 12px 12px; 
 | 
				
			||||||
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 | 
				
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 | 
				
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					                    {
 | 
				
			||||||
 | 
					                        width: auto;
 | 
				
			||||||
 | 
					                        max-width: 75%; 
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* The messages tables are always 97% width */
 | 
				
			||||||
 | 
					                    #messages table
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        width: 97%;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* All Icons */
 | 
				
			||||||
 | 
					                    .IconSuccessEncoded, .IconInfoEncoded, .IconWarningEncoded, .IconErrorEncoded
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			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        min-width:18px;
 | 
				
			||||||
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					                        min-height:18px; 
 | 
				
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 | 
					                        background-repeat:no-repeat;
 | 
				
			||||||
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					                        background-position:center;
 | 
				
			||||||
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					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Success icon encoded */
 | 
				
			||||||
 | 
					                    .IconSuccessEncoded
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			||||||
 | 
					                    {
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			||||||
 | 
					                        /* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
 | 
				
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					                        /* [---XsltValidateInternal-Base64EncodedImage:IconSuccess#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
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			||||||
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					                        background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAABcElEQVR4Xq2TsUsCURzHv15g8ZJcBWlyiYYgCIWcb9DFRRwMW5TA2c0/QEFwFkxxUQdxVlBwCYWOi6IhWgQhBLHJUCkhLr/BW8S7gvrAg+N+v8/v+x68Z8MGy+XSCyABQAXgBgHGALoASkIIDWSLeLBetdHryMjd5IxQPWT4rn1c/P7+xxp72Cs9m5SZ0Bq2vPnbPFafK2zDvmNHypdC0BPkLlQhxJsCAhQoZwdZU5mwxh720qGo8MzTxTTKZDPCx2HoVzp6lz0Q9tKhyx0kGs8Ny+TkWRKk8lCROwEduhyg9l/6lunOPSfmH3NUH6uQ0KHLAe7JYvJjevm+DAMGJHToKtigE+vwvIidxLamb8IBY9e+C5LiXREkfho3TSd06HJA13/oh6T51MTsfQbHrsMynQ5dDihFjiK8JJAU9AKIWTp76dCVN7HWHrajmUEGvyF9nkbAE6gLIS7kTUyuf2gscLoJrElZo/Mvj+nPz/kLTmfnEwP3tB0AAAAASUVORK5CYII=);
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					                    /* Information icon encoded */
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					                    .IconInfoEncoded
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			||||||
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			||||||
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					                        /* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
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					                        /* [---XsltValidateInternal-Base64EncodedImage:IconInformation#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
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					                        background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABHElEQVR4Xs2TsUoDQRRF7wwoziokjZUKadInhdhukR9YP8DMX1hYW+QvdsXa/QHBbcXC7W0CamWTQnclFutceIQJwwaWNLlwm5k5d94M76mmaeCrrmsLYOocY12FcxZFUeozCqKqqgYA8uevv1H6VuPxcwlfk5N92KHBxfFeCSAxxswlYAW/Xr989x/mv9gkhtyMDhcAxgzRsp7flj8B/HF1RsMXq+NZMkopaHe7lbKxQUEIGbKsYNoGn969060hZBkQex/W8oRQwsQaW2o3Ago2SVcJUzAgY3N0lTCZZm+zPS8HB51gMmS1DEYyOz9acKO1D8JWTlafKIMxdhvlfdyT94Vv5h7P8Ky7nQzACmhvKq3zk3PjW9asz9D/1oigecsioooAAAAASUVORK5CYII=);
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 | 
				
			||||||
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					                    /* Warning icon encoded */
 | 
				
			||||||
 | 
					                    .IconWarningEncoded
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					                        /* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
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					                        /* [---XsltValidateInternal-Base64EncodedImage:IconWarning#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
 | 
				
			||||||
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					                        background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAAAx0lEQVR4XpWSMQ7CMAxFf4xAyBMLCxMrO8dhaBcuwdCJS3RJBw7SA/QGTCxdWJgiQYWKXJWKIXHIlyw5lqr34tQgEOdcBsCOx5yZK3hCCKdYXneQkh4pEfqzLfu+wVDSyyzFoJjfz9NB+pAF+eizx2Vruts0k15mPgvS6GYvpVtQhB61IB/dk6AF6fS4Ben0uIX5odtFe8Q/eW1KvFeH4e8khT6+gm5B+t3juyDt7n0jpe+CANTd+oTUjN/U3yVaABnSUjFz/gFq44JaVSCXeQAAAABJRU5ErkJggg==);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    /* Error icon encoded */
 | 
				
			||||||
 | 
					                    .IconErrorEncoded
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        /* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
 | 
				
			||||||
 | 
					                        /* [---XsltValidateInternal-Base64EncodedImage:IconError#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
 | 
				
			||||||
 | 
					                        background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABQElEQVR4XqWTvUoEQRCE6wYPZUA80AfwAQz23uCMjA7MDRQEIzPBVEyNTQUFIw00vcQTTMzuAh/AxEQQT8HF/3G/oGGnEUGuoNnd6qoZuqltyKEsyzVJq5I6rnUp6SjGeGhESikzzlc1eL7opfuVbrqbU1Zw9NCgtQMaZpY0eNnaaL2fHusvTK5vKu7sjSS1Y4y3QUA6K3e3Mau5UFDyMP7tYF9o8cAHZv68vipoIJg971PZIZ5HiwdvYGGvFVFHmGmZ2MxwmQYPXubPl9Up0tfoMQGetXd6mRbvhBw+boZ6WF7Mbv1+GsHRk0fQmPAH1GfmZirbCfDJ61tw3Px8/8pZsPAG4jlVhcPgZ7adwNWBB68lkRQWFiTgFlbnLY3DGGM7izIJIyT/jjIvEJw6fdJTc6krDzh6aMwMP9bvDH4ADSsa9uSWVJkAAAAASUVORK5CYII=);
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                 </style><script type="text/javascript" language="javascript"> 
 | 
				
			||||||
 | 
					          
 | 
				
			||||||
 | 
					            // Startup 
 | 
				
			||||||
 | 
					            // Hook up the the loaded event for the document/window, to linkify the document content
 | 
				
			||||||
 | 
					            var startupFunction = function() { linkifyElement("messages"); };
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            if(window.attachEvent)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					              window.attachEvent('onload', startupFunction);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else if (window.addEventListener) 
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					              window.addEventListener('load', startupFunction, false);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else 
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					              document.addEventListener('load', startupFunction, false);
 | 
				
			||||||
 | 
					            } 
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            // Toggles the visibility of table rows with the specified name 
 | 
				
			||||||
 | 
					            function toggleTableRowsByName(name)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					               var allRows = document.getElementsByTagName('tr');
 | 
				
			||||||
 | 
					               for (i=0; i < allRows.length; i++)
 | 
				
			||||||
 | 
					               {
 | 
				
			||||||
 | 
					                  var currentName = allRows[i].getAttribute('name');
 | 
				
			||||||
 | 
					                  if(!!currentName && currentName.indexOf(name) == 0)
 | 
				
			||||||
 | 
					                  {
 | 
				
			||||||
 | 
					                      var isVisible = allRows[i].style.display == ''; 
 | 
				
			||||||
 | 
					                      isVisible ? allRows[i].style.display = 'none' : allRows[i].style.display = '';
 | 
				
			||||||
 | 
					                  }
 | 
				
			||||||
 | 
					               }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            function scrollToFirstVisibleRow(name) 
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					               var allRows = document.getElementsByTagName('tr');
 | 
				
			||||||
 | 
					               for (i=0; i < allRows.length; i++)
 | 
				
			||||||
 | 
					               {
 | 
				
			||||||
 | 
					                  var currentName = allRows[i].getAttribute('name');
 | 
				
			||||||
 | 
					                  var isVisible = allRows[i].style.display == ''; 
 | 
				
			||||||
 | 
					                  if(!!currentName && currentName.indexOf(name) == 0 && isVisible)
 | 
				
			||||||
 | 
					                  {
 | 
				
			||||||
 | 
					                     allRows[i].scrollIntoView(true); 
 | 
				
			||||||
 | 
					                     return true; 
 | 
				
			||||||
 | 
					                  }
 | 
				
			||||||
 | 
					               }
 | 
				
			||||||
 | 
					               
 | 
				
			||||||
 | 
					               return false;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            // Linkifies the specified text content, replaces candidate links with html links 
 | 
				
			||||||
 | 
					            function linkify(text)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                 if(!text || 0 === text.length)
 | 
				
			||||||
 | 
					                 {
 | 
				
			||||||
 | 
					                     return text; 
 | 
				
			||||||
 | 
					                 }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                 // Find http, https and ftp links and replace them with hyper links 
 | 
				
			||||||
 | 
					                 var urlLink = /(http|https|ftp)\:\/\/[a-zA-Z0-9\-\.]+(:[a-zA-Z0-9]*)?\/?([a-zA-Z0-9\-\._\?\,\/\\\+&%\$#\=~;\{\}])*/gi;
 | 
				
			||||||
 | 
					                 
 | 
				
			||||||
 | 
					                 return text.replace(urlLink, '<a href="$&">$&</a>') ;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            // Linkifies the specified element by ID
 | 
				
			||||||
 | 
					            function linkifyElement(id)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                var element = document.getElementById(id);
 | 
				
			||||||
 | 
					                if(!!element)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                  element.innerHTML = linkify(element.innerHTML); 
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            function ToggleMessageVisibility(projectName)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					              if(!projectName || 0 === projectName.length)
 | 
				
			||||||
 | 
					              {
 | 
				
			||||||
 | 
					                return; 
 | 
				
			||||||
 | 
					              }
 | 
				
			||||||
 | 
					              
 | 
				
			||||||
 | 
					              toggleTableRowsByName("MessageRowClass" + projectName);
 | 
				
			||||||
 | 
					              toggleTableRowsByName('MessageRowHeaderShow' + projectName);
 | 
				
			||||||
 | 
					              toggleTableRowsByName('MessageRowHeaderHide' + projectName); 
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            function ScrollToFirstVisibleMessage(projectName)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					              if(!projectName || 0 === projectName.length)
 | 
				
			||||||
 | 
					              {
 | 
				
			||||||
 | 
					                return; 
 | 
				
			||||||
 | 
					              }
 | 
				
			||||||
 | 
					              
 | 
				
			||||||
 | 
					              // First try the 'Show messages' row
 | 
				
			||||||
 | 
					              if(!scrollToFirstVisibleRow('MessageRowHeaderShow' + projectName))
 | 
				
			||||||
 | 
					              {
 | 
				
			||||||
 | 
					                // Failed to find a visible row for 'Show messages', try an actual message row 
 | 
				
			||||||
 | 
					                scrollToFirstVisibleRow('MessageRowClass' + projectName); 
 | 
				
			||||||
 | 
					              }
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					           </script></head><body><h1 _locID="ConversionReport">
 | 
				
			||||||
 | 
					          Migration Report - </h1><div id="content"><h2 _locID="OverviewTitle">Overview</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">Project</th><th _locID="PathTableHeader">Path</th><th _locID="ErrorsTableHeader">Errors</th><th _locID="WarningsTableHeader">Warnings</th><th _locID="MessagesTableHeader">Messages</th></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#the_twilight_abyss">the_twilight_abyss</a></strong></td><td>Intermediate\ProjectFiles\the_twilight_abyss.vcxproj</td><td class="textCentered"><a href="#the_twilight_abyssError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#UE5">UE5</a></strong></td><td>Intermediate\ProjectFiles\UE5.vcxproj</td><td class="textCentered"><a href="#UE5Error">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Engine">Engine</a></strong></td><td>Engine</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Games">Games</a></strong></td><td>Games</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Visualizers">Visualizers</a></strong></td><td>Visualizers</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">Solution</span></a></strong></td><td>the_twilight_abyss.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">1</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">Solution and projects</h2><div id="messages"><a name="the_twilight_abyss" /><h3>the_twilight_abyss</h3><table><tr id="the_twilight_abyssHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="ErrorRowClassthe_twilight_abyss"><td class="IconErrorEncoded"><a name="the_twilight_abyssError" /></td><td class="messageCell"><strong>Intermediate\ProjectFiles\the_twilight_abyss.vcxproj:
 | 
				
			||||||
 | 
					        </strong><span>The application which this project type is based on was not found. Please try this link for further information: 8bc9ceb8-8b4a-11d0-8d11-00a0c91bc942</span></td></tr></table><a name="UE5" /><h3>UE5</h3><table><tr id="UE5HeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="ErrorRowClassUE5"><td class="IconErrorEncoded"><a name="UE5Error" /></td><td class="messageCell"><strong>Intermediate\ProjectFiles\UE5.vcxproj:
 | 
				
			||||||
 | 
					        </strong><span>The application which this project type is based on was not found. Please try this link for further information: 8bc9ceb8-8b4a-11d0-8d11-00a0c91bc942</span></td></tr></table><a name="Engine" /><h3>Engine</h3><table><tr id="EngineHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Engine logged no messages.
 | 
				
			||||||
 | 
					                  </td></tr></table><a name="Games" /><h3>Games</h3><table><tr id="GamesHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Games logged no messages.
 | 
				
			||||||
 | 
					                  </td></tr></table><a name="Visualizers" /><h3>Visualizers</h3><table><tr id="VisualizersHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Visualizers logged no messages.
 | 
				
			||||||
 | 
					                  </td></tr></table><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">Solution</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
 | 
				
			||||||
 | 
					          Show 1 additional messages
 | 
				
			||||||
 | 
					        </a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>the_twilight_abyss.sln:
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					        </strong><span>The solution file does not require migration.</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
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					          Hide 1 additional messages
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					        </a></td></tr></table></div></div></body></html>
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