Fixed Player BP Issues
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								EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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							@ -173,12 +173,18 @@ void ABaseWeaponClass::CancelFire()
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void ABaseWeaponClass::Fire()
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					void ABaseWeaponClass::Fire()
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{
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					{
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	if (currentAmmoCount > 0)
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						if (currentAmmoCount <= 0)
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 	{
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					 	{
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		//do damage fallof based off distance
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					 		UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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		traceStart = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle");
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					 		ShowNeedReloadUI();
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		traceEnd = traceStart + Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent()->GetForwardVector() * BulletDistance;
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							return;
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					 	}
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	if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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						if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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						//do damage fallof based off distance
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						UCameraComponent* CamComp = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent();
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						traceStart = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle");
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						traceEnd = CamComp->GetComponentLocation() + CamComp->GetForwardVector() * BulletDistance;
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	FCollisionObjectQueryParams ObjectQueryParams;
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						FCollisionObjectQueryParams ObjectQueryParams;
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	ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
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						ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
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	ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
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						ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
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@ -221,12 +227,7 @@ void ABaseWeaponClass::Fire()
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		}
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							}
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	}
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						}
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	HideNeedReloadUI();
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						HideNeedReloadUI();
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	}
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	else if (currentAmmoCount <= 0)
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	{
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		UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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		ShowNeedReloadUI();
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	}
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}
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					}
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void ABaseWeaponClass::WeaponScopedFire()
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					void ABaseWeaponClass::WeaponScopedFire()
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