Bugfix Dialogue Skipping Too Far on Click
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/Levels/EnemyAITest.umap
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EndlessVendetta/Content/Levels/EnemyAITest.umap
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@ -63,10 +63,6 @@
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"Name": "MixamoAnimationRetargeting",
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"Name": "MixamoAnimationRetargeting",
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"Enabled": true,
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
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},
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{
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"Name": "RigLogic",
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"Enabled": true
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}
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}
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]
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]
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}
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}
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@ -176,7 +176,7 @@ public:
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UPROPERTY(BlueprintAssignable, Category = "Weapons")
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UPROPERTY(BlueprintAssignable, Category = "Weapons")
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FSuccessfulHitEvent SuccessfulHitEvent;
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FSuccessfulHitEvent SuccessfulHitEvent;
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void SuccessfulHit(bool bIsHeadshot) const;
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void SuccessfulHit(bool bIsHeadshot = false) const;
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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@ -210,14 +210,14 @@ void ABaseWeaponClass::Fire()
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}
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}
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else
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else
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{
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{
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endlessVendettaChar->SuccessfulHit(false);
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endlessVendettaChar->SuccessfulHit();
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}
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}
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
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}
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}
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if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor()))
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if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor()))
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{
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{
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TargetDummy->TargetShot();
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TargetDummy->TargetShot();
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endlessVendettaChar->SuccessfulHit(false);
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endlessVendettaChar->SuccessfulHit();
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}
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}
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}
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}
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HideNeedReloadUI();
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HideNeedReloadUI();
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