Bugfix Insta Kill if Two or More Goats Attacking at Once
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@ -54,7 +54,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
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EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
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bIsInCombat = true;
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bIsInCombat = true;
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
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Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
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Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
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HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
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HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
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@ -80,7 +80,6 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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PlayerController->SetInputMode(FInputModeGameAndUI());
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PlayerController->SetInputMode(FInputModeGameAndUI());
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PlayerController->bShowMouseCursor = true;
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PlayerController->bShowMouseCursor = true;
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if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return;
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EnemyBlackboard->SetValueAsBool("IsInCombat", true);
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EnemyBlackboard->SetValueAsBool("IsInCombat", true);
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const FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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const FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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@ -158,6 +157,7 @@ void ATurnBaseCombatV2::CombatCheck(const bool bWasShot)
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void ATurnBaseCombatV2::EndCombat()
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void ATurnBaseCombatV2::EndCombat()
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{
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{
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GetWorldTimerManager().ClearTimer(EnemyTurnTimerHandle);
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BookHUD->SetVisibility(ESlateVisibility::Hidden);
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BookHUD->SetVisibility(ESlateVisibility::Hidden);
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HUD->RemoveFromParent();
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HUD->RemoveFromParent();
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BookStaticMeshComponent->SetVisibility(false);
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BookStaticMeshComponent->SetVisibility(false);
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@ -580,8 +580,7 @@ void ATurnBaseCombatV2::SwitchTurn()
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TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
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TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
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DisableButtons();
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DisableButtons();
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FTimerHandle UnusedHandle;
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GetWorldTimerManager().SetTimer(EnemyTurnTimerHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
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GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
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//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
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//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
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}
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}
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@ -146,6 +146,8 @@ protected:
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private:
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private:
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bool IsValidCombo(const FString& Combo) const;
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bool IsValidCombo(const FString& Combo) const;
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bool IsSpecialCombo(const FString& Combo) const;
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bool IsSpecialCombo(const FString& Combo) const;
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UPROPERTY()
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FTimerHandle EnemyTurnTimerHandle;
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UPROPERTY()
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UPROPERTY()
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APostProcessVolume* PostProcessVolume;
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APostProcessVolume* PostProcessVolume;
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