Added Ammo Icon to Images
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Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
(Stored with Git LFS)
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Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
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Content/Images/ammoicon.uasset
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Content/Images/ammoicon.uasset
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Content/Levels/MerchantPrototype.umap
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Content/Levels/MerchantPrototype.umap
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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;
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bool isNewItem = true;
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// for every item in inventory
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for (auto & Item : Items)
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for (auto & Item : Items)
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{
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{
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//if the item is the same as the item that is being added
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//if the item is the same as the item that is being added
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if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString())
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if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString())
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{
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{
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//add the amount of the item that is being added to the item in the inventory
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Item->StackCount++;
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Item->StackCount++;
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UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount);
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UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount);
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isNewItem = false;
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isNewItem = false;
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@ -22,7 +22,6 @@ void UEatableItems::Use(ATempCharacter* Character)
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{
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{
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Character->Health += 10;
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Character->Health += 10;
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UE_LOG(LogTemp, Display, TEXT("Healed"));
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UE_LOG(LogTemp, Display, TEXT("Healed"));
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//delete itself
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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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else if (Character->Health >= 100)
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else if (Character->Health >= 100)
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@ -37,11 +36,5 @@ void UEatableItems::Use(ATempCharacter* Character)
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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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}
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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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@ -33,6 +33,7 @@ void ATempCharacter::BeginPlay()
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PlayerCapsule = GetCapsuleComponent();
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PlayerCapsule = GetCapsuleComponent();
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TArray<AActor*> AllActorsInScene;
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TArray<AActor*> AllActorsInScene;
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//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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}
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}
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