Merge remote-tracking branch 'origin/Shotgun-weapon-creation' into dev
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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								EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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								EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/5/1H/2QRFI3J5JT02V2G1QP4P99.uasset
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								EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/5/1H/2QRFI3J5JT02V2G1QP4P99.uasset
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								EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset
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								EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset
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							@ -10,6 +10,7 @@
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#include "AI/EnemyCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/MovementComponent.h"
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//////////////////////////////////////////////////////////////////////////
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@ -71,6 +72,16 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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	WeaponPickUpSystem();
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	MoveGroundSpeed = Cast<UMovementComponent>(GetComponentByClass(UMovementComponent::StaticClass()))->Velocity.Size();
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	if (MoveGroundSpeed > 0)
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	{
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		bIsPlayerMoving = true;
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	}
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	else if (MoveGroundSpeed <= 0)
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	{
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		bIsPlayerMoving = false;
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	}
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}
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void AEndlessVendettaCharacter::WeaponPickUpSystem()
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@ -94,6 +94,10 @@ public:
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	AGadgetManager* GadgetManager;
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	bool bIsReloading = false;
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	bool bIsPlayerMoving = false;
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	double MoveGroundSpeed;
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	/** Look Input Action */
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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	class UInputAction* LookAction;
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@ -7,6 +7,7 @@
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#include "Components/ArrowComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "Engine/EngineTypes.h"
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#include "BaseWeaponClass.generated.h"
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class AEndlessVendettaCharacter;
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@ -25,7 +26,7 @@ protected:
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	// Called when the game starts or when spawned
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	virtual void BeginPlay() override;
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	void ApplyRecoil(float DeltaTime);
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	virtual void ApplyRecoil(float DeltaTime);
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	void GenerateRecoilVector();
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@ -55,6 +56,10 @@ public:
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	virtual void Tick(float DeltaTime) override;
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	void ReloadTimer();
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	float currentPitch;
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	UPROPERTY(EditAnywhere)
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	float BulletDistance;
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	UPROPERTY(EditAnywhere, BlueprintReadWrite)
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	FString WeaponName;
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@ -159,7 +164,7 @@ public:
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	//UFUNCTION(BlueprintCallable, Category = "Weapons")
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	//void RecoilVerticalLimit(FHitResult Outhit);
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	UPROPERTY(EditAnywhere)
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	UPROPERTY(VisibleAnywhere)
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	int bulletCountShoot; //Gets how many bullets shot per
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	void Interact() override;
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@ -177,14 +182,10 @@ protected:
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private:
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	UPROPERTY(EditAnywhere)
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	float BulletDistance;
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	float originalMagnitude;
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	float originalMaxAngleLeft;
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	float originalMaxAngleRight;
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	float originalMinMultiplier;
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	float currentPitch;
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};
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@ -0,0 +1,10 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ShotgunClass.h"
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AShotgunClass::AShotgunClass()
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{
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	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
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	PrimaryActorTick.bCanEverTick = true;
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}
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@ -0,0 +1,21 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseWeaponClass.h"
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#include "ShotgunClass.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API AShotgunClass : public ABaseWeaponClass
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{
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	GENERATED_BODY()
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public:
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	// Sets default values for this actor's properties
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	AShotgunClass();
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};
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@ -0,0 +1,94 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SniperClass.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/AI/AICharacter.h"
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#include "Engine/DamageEvents.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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ASniperClass::ASniperClass()
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{
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	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
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	PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ASniperClass::BeginPlay()
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{
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	Super::BeginPlay();
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}
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// Called every frame
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void ASniperClass::Tick(float DeltaTime)
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{
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	ApplyRecoil(DeltaTime);
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	recoilMagnitude = 1;
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	if(endlessVendettaChar->bIsPlayerMoving == false )
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	{
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		recoilResultPitch = 0;
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		recoilMagnitude = -1;
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	}
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	if (currentPitch < 0 && bStopShooting)
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	{
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		float increment = currentPitch * DeltaTime * 8;
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		currentPitch -= increment;
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		playerInWorld->AddControllerPitchInput(-increment);
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	}
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}
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void ASniperClass::Fire()
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{
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	if(currentAmmoCount > 0 && !bSingleShotOnly)
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	{
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		bSingleShotOnly = true;
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		//do damage fallof based off distance
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		traceStart = GunStartArrow->GetComponentLocation();
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		traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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		if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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		GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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		DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
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		playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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		currentAmmoCount -= 1;
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		bulletCountShoot += 1;
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		bStopShooting = false;
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		GenerateRecoilVector();
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		ApplyRecoil(UGameplayStatics::GetWorldDeltaSeconds(this->GetWorld()));
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		this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false);
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		if (outHit.bBlockingHit)
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		{
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			UE_LOG(LogTemp, Display, TEXT("Hit: %s"), *outHit.GetActor()->GetName());
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			if (!Cast<AAICharacter>(outHit.GetActor())) return;
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			Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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		}
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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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	}
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}
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void ASniperClass::ApplyRecoil(float DeltaTime)
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{
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	if (recoilTime < 0.3)
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	{
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		float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
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		recoilTime += DeltaTime;
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		playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
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		currentPitch += GetRecoilPitch(amplitude,recoilTime);
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		playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime));
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		GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0));
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		playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
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		UpdateSamples(amplitude, recoilTime);
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	}
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}
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void ASniperClass::StopFire()
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{
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	bSingleShotOnly = false;
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}
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@ -0,0 +1,42 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseWeaponClass.h"
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#include "SniperClass.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class ENDLESSVENDETTA_API ASniperClass : public ABaseWeaponClass
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{
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	GENERATED_BODY()
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public:
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	// Sets default values for this actor's properties
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	ASniperClass();
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protected:
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	// Called when the game starts or when spawned
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	virtual void BeginPlay() override;
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public:
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	// Called every frame
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	virtual void Tick(float DeltaTime) override;
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private:
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	bool bSingleShotOnly;
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	FTimerHandle SniperTimerHandle;
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protected:
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	virtual void Fire() override;
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	virtual void ApplyRecoil(float DeltaTime) override;
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	void StopFire();
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};
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