Updated EatableItems
Seperated Items into functional sub-variables that do other stuff instead of just healing the player no matte the item you make
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@ -16,14 +16,26 @@ 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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Character->Health += 10;
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if(isHealingItem == true)
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{
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Character->Health += 10;
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UE_LOG(LogTemp, Display, TEXT("Healed"));
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}
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if(isDamageBuffItem == true)
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{
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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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}
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if(StoredItems)
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if(StoredItems)
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{
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{
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StoredItems->Remove(this);
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StoredItems->Remove(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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when player uses the item syrengine to debuff enemies
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detect what enemie actors the player is fighting with
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lower their damage by a value.
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*/
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}
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}
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// IF THE ITEM HAS THE TAG THEN HEAL OR IF IT HAS OTHER TAG DO SOMETHING ELSE
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