Updated Party NPCs to React to Player Equipping their Gun
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EndlessVendetta/Content/AI/PartyCrowd/Base/BP_PartyArea.uasset
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EndlessVendetta/Content/AI/PartyCrowd/Base/BP_PartyArea.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:5a69b5ac177318fba00ee4cbc5e3f7599db981ac6495b1c69984f3e63498d1a6
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size 100050
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oid sha256:8f0943f1ab63be65eac18beb5fd4f9af3957ac29977f8cabd411ee4b9dd9643e
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size 99619
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EndlessVendetta/Content/Levels/Apartment_hit.umap
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EndlessVendetta/Content/Levels/Apartment_hit.umap
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EndlessVendetta/EndlessVendetta.sln.DotSettings.user
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EndlessVendetta/EndlessVendetta.sln.DotSettings.user
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/Environment/Highlighting/HighlightingSourceSnapshotLocation/@EntryValue">C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr</s:String></wpf:ResourceDictionary>
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@ -413,6 +413,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
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}
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GadgetManager->EquipCombat();
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EquippedWeapon.Broadcast();
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}
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@ -486,6 +487,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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bHasRifle = true;
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SetOverlayState(EOverlayState::AssaultRifle);
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TempEquippedPrimary();
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EquippedWeapon.Broadcast();
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}
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}
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@ -544,6 +546,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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bIsCurrentlyHoldingWeapon = true;
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SetOverlayState(EOverlayState::Pistol);
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GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
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EquippedWeapon.Broadcast();
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}
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}
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@ -31,6 +31,8 @@ enum class EOverlayState : uint8
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Sniper UMETA(DisplayName = "Sniper")
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEquippedWeapon);
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UCLASS(config=Game)
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class AEndlessVendettaCharacter : public ACharacter
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{
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@ -52,6 +54,9 @@ protected:
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UFUNCTION(BlueprintImplementableEvent)
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void ShowInteractPropmpt();
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UPROPERTY(BlueprintAssignable)
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FEquippedWeapon EquippedWeapon;
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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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@ -101,7 +106,7 @@ private:
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UInputAction* SprintAction;
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UPROPERTY(EditAnywhere, Category = "Sensitivity")
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float MouseSens = 1;
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float MouseSens = 0.3;
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public:
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AEndlessVendettaCharacter();
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