Fixed Player BP Issues
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								EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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							@ -173,60 +173,61 @@ void ABaseWeaponClass::CancelFire()
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void ABaseWeaponClass::Fire()
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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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 		UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
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 		ShowNeedReloadUI();
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		return;
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 	}
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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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	ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
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	ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
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	ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
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	GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
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	WeaponFired.Broadcast();
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	playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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	currentAmmoCount -= 1;
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	GenerateRecoilVector();
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	ClickDetectionTimer();
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	bulletCountShoot += 1;
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	bStopShooting = false;
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	if (outHit.bBlockingHit)
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	{
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		//do damage fallof based off distance
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		traceStart = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle");
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		traceEnd = traceStart + Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent()->GetForwardVector() * BulletDistance;
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		if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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		FCollisionObjectQueryParams ObjectQueryParams;
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		ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
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		ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
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		ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
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		GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
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		WeaponFired.Broadcast();
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		playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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		currentAmmoCount -= 1;
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		GenerateRecoilVector();
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		ClickDetectionTimer();
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		bulletCountShoot += 1;
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		bStopShooting = false;
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		if (outHit.bBlockingHit)
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		if (outHit.Distance >= FMath::Floor(BulletDistance / 2))
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		{
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			if (outHit.Distance >= FMath::Floor(BulletDistance / 2))
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			tempWeaponDamage = WeaponDamage / 2;
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		}
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		else
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		{
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			tempWeaponDamage = WeaponDamage;
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		}
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		if (Cast<AAICharacter>(outHit.GetActor()))
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		{
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			if (outHit.BoneName.ToString().ToLower() == "head")
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			{
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				tempWeaponDamage = WeaponDamage / 2;
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				tempWeaponDamage *= 2;
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				endlessVendettaChar->SuccessfulHit(true);
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			}
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			else
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			{
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				tempWeaponDamage = WeaponDamage;
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			}
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			if (Cast<AAICharacter>(outHit.GetActor()))
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			{
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				if (outHit.BoneName.ToString().ToLower() == "head")
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				{
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					tempWeaponDamage *= 2;
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					endlessVendettaChar->SuccessfulHit(true);
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				}
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				else
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				{
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					endlessVendettaChar->SuccessfulHit();
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				}
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				Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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			}
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			if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor()))
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			{
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				TargetDummy->TargetShot();
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				endlessVendettaChar->SuccessfulHit();
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			}
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			Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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		}
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		if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor()))
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		{
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			TargetDummy->TargetShot();
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			endlessVendettaChar->SuccessfulHit();
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		}
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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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	HideNeedReloadUI();
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}
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void ABaseWeaponClass::WeaponScopedFire()
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