Created Death Sequence and UI
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenBG.png
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenBG.png
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenBG.uasset
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenBG.uasset
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenText.png
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenText.png
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenText.uasset
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EndlessVendetta/Content/FirstPerson/DeathScreen/DeathScreenText.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:d51dad89e04472b811ae1150be3e20dc5bd0f8271a0bf74a6f1f844295e8b16f
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size 66821
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:d8174773472453e8d92eaa8d5984fadd4542bd8e181402aa55ac8d95fbefd032
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oid sha256:0cae384479ed9a01ca6f37421b573971efa8e75ec721a9ce461c34d202b15a9d
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size 868721
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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@ -311,19 +311,20 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
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{
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GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
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}
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UE_LOG(LogTemp, Warning, TEXT("Player is dead"));
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TArray<AActor*> FoundActors;
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName(TEXT("Respawn")), FoundActors);
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if (FoundActors.Num() > 0)
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{
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const AActor* RespawnPoint = FoundActors[0];
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SetActorLocationAndRotation(RespawnPoint->GetActorLocation(), RespawnPoint->GetActorRotation());
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CurrentHealth = MaxHealth;
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return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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}
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UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
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// UE_LOG(LogTemp, Warning, TEXT("Player is dead"));
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//
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// TArray<AActor*> FoundActors;
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// UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName(TEXT("Respawn")), FoundActors);
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// if (FoundActors.Num() > 0)
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// {
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// const AActor* RespawnPoint = FoundActors[0];
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// SetActorLocationAndRotation(RespawnPoint->GetActorLocation(), RespawnPoint->GetActorRotation());
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// CurrentHealth = MaxHealth;
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// return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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// }
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//
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// UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
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RunDeathSequence();
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return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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}
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TookDamage.Broadcast();
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@ -292,6 +292,9 @@ protected:
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UFUNCTION(BlueprintImplementableEvent)
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void StoppedHoldingInteract();
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UFUNCTION(BlueprintImplementableEvent)
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void RunDeathSequence();
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// APawn interface
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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// End of APawn interface
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