Add BT Services and Tasks for Animation Triggers
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				@ -63,6 +63,14 @@ void AEnemyCharacter::EquipWeapon_Implementation()
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{
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}
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void AEnemyCharacter::DeEquipWeapon_Implementation()
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{
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}
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void AEnemyCharacter::SetFiring_Implementation(bool IsFiring)
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{
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}
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void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation)
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{
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	if (!IsValid(this)) return;
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@ -16,6 +16,8 @@ class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter
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public:
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	// Sets default values for this character's properties
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	AEnemyCharacter();
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	UPROPERTY(BlueprintReadWrite)
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	bool WeaponRaised = false;
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protected:
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	// Called when the game starts or when spawned
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@ -29,9 +31,16 @@ public:
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	void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub);
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	void SetLocalAlertLevel(int NewAlertLevel) const;
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	//Animation Blueprint Triggers
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	UFUNCTION(BlueprintNativeEvent)
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	void EquipWeapon();
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	virtual void EquipWeapon_Implementation();
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	UFUNCTION(BlueprintNativeEvent)
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	void DeEquipWeapon();
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	virtual void DeEquipWeapon_Implementation();
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	UFUNCTION(BlueprintNativeEvent)
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	void SetFiring(bool IsFiring);
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	virtual void SetFiring_Implementation(bool IsFiring);
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private:
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	FDelegateHandle AlertLevelDelegateHandle;
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@ -0,0 +1,24 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BTService_StopAttack.h"
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#include "EndlessVendetta/AI/AI_EnemyController.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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UBTService_StopAttack::UBTService_StopAttack()
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{
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	NodeName = "Stop Attack";
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}
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void UBTService_StopAttack::OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
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{
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	Super::OnBecomeRelevant(OwnerComp, NodeMemory);
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	if (const AAI_EnemyController* const EnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
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	{
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		if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(EnemyController->GetPawn()))
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		{
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			EnemyCharacter->SetFiring(false);
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		}
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	}
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}
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@ -0,0 +1,20 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/Services/BTService_BlackboardBase.h"
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#include "BTService_StopAttack.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API UBTService_StopAttack : public UBTService_BlackboardBase
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{
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	GENERATED_BODY()
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public:
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	UBTService_StopAttack();
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	virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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};
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@ -5,6 +5,7 @@
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#include "EndlessVendetta/AI/AI_EnemyController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer)
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{
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@ -21,8 +22,13 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
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			FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
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			DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f);
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			FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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			return EBTNodeResult::Succeeded;
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			if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn()))
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			{
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				EnemyCharacter->SetFiring(true);
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				FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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				return EBTNodeResult::Succeeded;
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			}
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		}
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	}
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	return EBTNodeResult::Failed;
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@ -0,0 +1,32 @@
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// Fill out your copyright notice in the Description page of PrBTTask_LowerWeapon.h"
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#include "BTTask_LowerWeapon.h"
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#include "EndlessVendetta/AI/AI_EnemyController.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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UBTTask_LowerWeapon::UBTTask_LowerWeapon()
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{
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	NodeName = "Lower Weapon";
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}
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EBTNodeResult::Type UBTTask_LowerWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
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{
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	if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
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	{
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		if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
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		{
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			if (!EnemyCharacter->WeaponRaised)
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			{
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				FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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				return EBTNodeResult::Succeeded;
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			}
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			EnemyCharacter->DeEquipWeapon();
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			EnemyCharacter->WeaponRaised = false;
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			FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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			return EBTNodeResult::Succeeded;
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		}
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	}
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	return EBTNodeResult::Failed;
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}
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@ -0,0 +1,21 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
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#include "BTTask_LowerWeapon.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API UBTTask_LowerWeapon : public UBTTask_BlackboardBase
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{
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	GENERATED_BODY()
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public:
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	UBTTask_LowerWeapon();
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	virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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};
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@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BTTask_RaiseWeapon.h"
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#include "EndlessVendetta/AI/AI_EnemyController.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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UBTTask_RaiseWeapon::UBTTask_RaiseWeapon()
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{
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	NodeName = "Raise Weapon";
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}
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EBTNodeResult::Type UBTTask_RaiseWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
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{
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	if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
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	{
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		if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
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		{
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			if (EnemyCharacter->WeaponRaised)
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			{
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				FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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				return EBTNodeResult::Succeeded;
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			}
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			EnemyCharacter->EquipWeapon();
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			EnemyCharacter->WeaponRaised = true;
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			FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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			return EBTNodeResult::Succeeded;
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		}
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	}
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	return EBTNodeResult::Failed;
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}
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@ -0,0 +1,20 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
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#include "BTTask_RaiseWeapon.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API UBTTask_RaiseWeapon : public UBTTask_BlackboardBase
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{
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	GENERATED_BODY()
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public:
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	UBTTask_RaiseWeapon();
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	virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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};
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@ -0,0 +1,26 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BTTask_StopAttack.h"
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#include "EndlessVendetta/AI/AI_EnemyController.h"
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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UBTTask_StopAttack::UBTTask_StopAttack()
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{
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	NodeName = "Stop Attack";
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}
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EBTNodeResult::Type UBTTask_StopAttack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
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{
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	if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
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	{
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		if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
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		{
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			EnemyCharacter->SetFiring(false);
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			FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
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			return EBTNodeResult::Succeeded;
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		}
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	}
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	return EBTNodeResult::Failed;
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}
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@ -0,0 +1,20 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
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#include "BTTask_StopAttack.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API UBTTask_StopAttack : public UBTTask_BlackboardBase
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{
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	GENERATED_BODY()
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public:
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	UBTTask_StopAttack();
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	virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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};
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