Quality of Life Changes
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EndlessVendetta/Content/BountySystem/CheckpointTips/WBP_CheckpointTip.uasset
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EndlessVendetta/Content/BountySystem/CheckpointTips/WBP_CheckpointTip.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/GadgetRoom/BP_GadgetWall.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/GadgetRoom/BP_GadgetWall.uasset
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EndlessVendetta/Content/FirstPerson/BP_InvisibleWall.uasset
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EndlessVendetta/Content/FirstPerson/BP_InvisibleWall.uasset
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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/Gadgets/GM_GadgetManager.uasset
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EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset
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EndlessVendetta/Content/Levels/ControlTutorialLevel.umap
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EndlessVendetta/Content/Levels/ControlTutorialLevel.umap
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EndlessVendetta/Content/PauseMenu/Tabs/WBP_TestMenuTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/WBP_TestMenuTab.uasset
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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/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -122,6 +122,8 @@ void ABountyHunterCharacter::BeginPlay()
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SpawnMainBounty(GI);
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if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName)
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{
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InOpenWorld = true;
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SpawnBikeUI();
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SpawnSideBounties(GI);
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FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave;
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SetActorTransform(SpawnTransfrom);
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@ -92,7 +92,9 @@ protected:
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// Called When Actor destroyed or Removed from Level
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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UFUNCTION(BlueprintImplementableEvent)
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void SpawnBikeUI();
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public:
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// Used by Final Checkpoint to always load the Level set as the Open Level in here
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FString GetOpenWorldLevelName()
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@ -745,7 +745,7 @@ void AEndlessVendettaCharacter::UpdateInventorySize(int Cols, int Rows)
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void AEndlessVendettaCharacter::HoldInteract()
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{
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if (InPauseMenu) return;
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if (InPauseMenu || !InOpenWorld) return;
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if (PlayerOnShip)
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{
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ExitShip(GetActorTransform());
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@ -32,6 +32,8 @@ protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh)
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USkeletalMeshComponent* Mesh1P;
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bool InOpenWorld = false;
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private:
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/** First person camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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@ -37,10 +37,12 @@ void AGadgetTutorialStation::Interact()
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PickGadgetWidget = CreateWidget<UUserWidget>(GetWorld(), PickGadgetWidgetClass);
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PickGadgetWidget->AddToViewport(3);
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DisableInput(PlayerController);
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PlayerController->SetInputMode(InputMode);
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PlayerController->bShowMouseCursor = true;
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PlayerController->bEnableClickEvents = true;
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PlayerController->bEnableMouseOverEvents = true;
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EnableInput(PlayerController);
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// Set up gadget menu's behaviours
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GadgetMenu = Cast<UGadgetMenu>(PickGadgetWidget);
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@ -94,9 +96,14 @@ void AGadgetTutorialStation::SelectGadget()
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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TSubclassOf<ABaseGadgetTutorial> GadgetTutorialToSpawnInClass = GadgetsArray[GadgetIndex]->GetDefaultObject<AGadgetBase>()->GadgetTutorialClass;
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if (!IsValid(GadgetTutorialToSpawnInClass)) return;
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if (!IsValid(GadgetTutorialToSpawnInClass))
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{
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CloseWidget();
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return;
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}
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AActor* GadgetTutorialActor = GetWorld()->SpawnActor<AActor>(GadgetTutorialToSpawnInClass, GadgetTutorialSpawnTransform.GetLocation(), GadgetTutorialSpawnTransform.GetRotation().Rotator(), SpawnParams);
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CurrentGadgetTutorial = Cast<ABaseGadgetTutorial>(GadgetTutorialActor);
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CloseWidget();
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}
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void AGadgetTutorialStation::CloseWidget()
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