Implemented Entering Apartment Through Vent Functionality
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:8cb0a97f1dd101c47bcf0507886ef4490543549181f2c8bb287089ad768a7518
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oid sha256:123098c81e710146723e193f367e1a4e2da65cacca48bf37d97c40e85bcf9dca
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size 34179
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size 35424
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/DT_ConstructionWorker.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/DT_ConstructionWorker.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/Item_ScrewDriver.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/Item_ScrewDriver.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/M_ScrewPic.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/M_ScrewPic.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/M_ScrewPic_Rot.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/M_ScrewPic_Rot.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/ScrewDriverPic.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/ScrewDriverPic.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/ScrewDriverPic.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/AI/ConstructionWorker/ScrewDriverPic.uasset
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:ce69e2ea1ad759c5405fb0414aebf0bdcafdbe0420328736cedba27b41528521
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oid sha256:14cb75883d3e5bf3ca40441a9794c0e14a662b30170a45cadbb3d63a3271b83b
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size 27320
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size 36526
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:ba1cd4efcaef5498d769e1db299d043470a1e6fa9bbe2b54927ed2962d4361dd
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oid sha256:abff5f3419d080ed1bf2fe3f817bd0d67983bd472e364dc44c671829b3f736df
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size 41739957
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size 41740404
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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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#include "ConstructionVent.h"
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#include "ConstructionVent.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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// Sets default values
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AConstructionVent::AConstructionVent()
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AConstructionVent::AConstructionVent()
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{
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{
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@ -11,22 +14,27 @@ AConstructionVent::AConstructionVent()
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}
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}
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// Called when the game starts or when spawned
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void AConstructionVent::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AConstructionVent::Interact()
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void AConstructionVent::Interact()
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("Interacting with VENT...sus"));
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APawn* PlayerPawn = GetWorld()->GetFirstPlayerController()->GetPawn();
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}
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UInventoryComponent* PlayersInventory = Cast<UInventoryComponent>(PlayerPawn->GetComponentByClass(UInventoryComponent::StaticClass()));
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if (PlayersInventory->HasItemByItemID(6971))
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// Called every frame
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void AConstructionVent::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Cast<UEVGameInstance>(GetGameInstance())->EnteredApartmentThroughVent = true;
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for (auto Item : PlayersInventory->GetAllItems())
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{
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if (Cast<UBaseItem>(Item.Key)->ItemID == 6971)
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{
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PlayersInventory->RemoveItem(Item.Key);
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break;
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}
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}
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EnterApartmentThroughVent();
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}
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else
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{
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FailToEnterVent();
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}
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}
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}
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@ -17,13 +17,13 @@ public:
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AConstructionVent();
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AConstructionVent();
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protected:
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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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void Interact() override;
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void Interact() override;
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UFUNCTION(BlueprintImplementableEvent)
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void EnterApartmentThroughVent();
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public:
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public:
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// Called every frame
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UFUNCTION(BlueprintImplementableEvent)
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virtual void Tick(float DeltaTime) override;
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void FailToEnterVent();
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};
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};
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UFUNCTION(BlueprintCallable, Category = "DialogueFlags")
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UFUNCTION(BlueprintCallable, Category = "DialogueFlags")
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bool HasDialogueFlag(EDialogueFlag Flag) const;
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bool HasDialogueFlag(EDialogueFlag Flag) const;
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UPROPERTY(BlueprintReadOnly)
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bool EnteredApartmentThroughVent = false;
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protected:
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protected:
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virtual void OnStart() override;
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virtual void OnStart() override;
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