Implemented Side Bounty Class Functionality
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							@ -3,3 +3,33 @@
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#include "SideBountyClass.h"
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void ASideBountyClass::BeginPlay()
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{
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	Super::BeginPlay();
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	MinCPsRequiredForCompletion = 1;
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}
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void ASideBountyClass::IncrementBountyCheckpoint()
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{
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	Super::IncrementBountyCheckpoint();
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	if (Completed)
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	{
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		CompletedSideBounty.Broadcast(ActiveSBC_Index);
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	}
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}
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void ASideBountyClass::DestroyCheckpoints()
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{
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	for (int i = 0; i < BountyCheckpoints.Num(); i++)
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	{
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		if (BountyCheckpoints[i] == nullptr)
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		{
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			continue;
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		}
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		BountyCheckpoints[i]->Destroy();
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	}
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}
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@ -6,12 +6,30 @@
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#include "BountyClass.h"
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#include "SideBountyClass.generated.h"
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/**
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 * 
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 */
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_Index);
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UCLASS()
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class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass
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{
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	GENERATED_BODY()
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	UPROPERTY(EditDefaultsOnly, Category = "Side Bounty")
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	TMap<int, TSubclassOf<ACheckpointClass>> ReplacementCheckpoints;
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protected:
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	virtual void BeginPlay() override;
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public:
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	FCompletedSideBounty CompletedSideBounty;
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	int ActiveSBC_Index;
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	TMap<int, TSubclassOf<ACheckpointClass>> GetReplacementCheckpoints()
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	{
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		return ReplacementCheckpoints;
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	}
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	virtual void IncrementBountyCheckpoint() override;
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	void DestroyCheckpoints();
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};
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