Reworked and Reimplemented Checkpoint Tips
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parent
9a2a365528
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@ -9,12 +9,16 @@
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -146,7 +150,8 @@
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<servers />
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BIN
EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay.png
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay.png
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay.uasset
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay.uasset
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay2.png
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay2.png
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay2.uasset
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EndlessVendetta/Content/BountySystem/CheckpointTips/TipDisplay2.uasset
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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/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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@ -1,3 +1,3 @@
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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:fa952eb25972ab6e6dca1d46cf254f62d1684ba665ee45a7c3d6a8e3527ffac1
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oid sha256:ce714c1367e0d2d8ef9fce14d5f34b7544d6b549f014dc1059dd51a3375ee080
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size 308710
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size 308710
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BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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BIN
EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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@ -17,6 +17,7 @@ void ABountyClass::ActivateFirstCheckpoint()
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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CheckpointActivated.Broadcast(BountyCheckpoints[0]->GetCheckpointTip());
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}
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}
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void ABountyClass::DeActivateFirstCheckpoint()
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void ABountyClass::DeActivateFirstCheckpoint()
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@ -9,6 +9,7 @@
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCheckpointActivated, const FString&, CheckpointTip);
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UCLASS()
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UCLASS()
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class ENDLESSVENDETTA_API ABountyClass : public AActor
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class ENDLESSVENDETTA_API ABountyClass : public AActor
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@ -32,6 +33,8 @@ protected:
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public:
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public:
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FCompletedACheckpoint CompletedACheckpoint;
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FCompletedACheckpoint CompletedACheckpoint;
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FCheckpointActivated CheckpointActivated;
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// Gets the Reward Money for Completing this Bounty, used by Players Character
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// Gets the Reward Money for Completing this Bounty, used by Players Character
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int GetRewardMoney()
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int GetRewardMoney()
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{
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{
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@ -76,7 +76,11 @@ public:
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if (WaypointActor) WaypointActor->Destroy();
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if (WaypointActor) WaypointActor->Destroy();
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}
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}
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// Used by Bounty Class to broadcast checkpoint tip for current checkpoint
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FString GetCheckpointTip()
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{
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return CheckpointTip;
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}
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@ -90,10 +94,7 @@ public:
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// ------ Getters for CP Properties ------
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// ------ Getters for CP Properties ------
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FString GetCheckpointTip()
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{
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return CheckpointTip;
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}
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FVector GetWaypointLoc()
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FVector GetWaypointLoc()
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{
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{
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@ -94,6 +94,12 @@ public:
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// Overrides to Desapwn Waypoint from OpenWorld Checkpoint
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// Overrides to Desapwn Waypoint from OpenWorld Checkpoint
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void DeActivateFirstCheckpoint() override;
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void DeActivateFirstCheckpoint() override;
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// Returns open world checkpoints tip
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FString GetOpenWorldCheckpointTip()
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{
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return OpenWorldcheckpoint->GetCheckpointTip();
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}
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// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
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// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
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@ -20,13 +20,15 @@ void ABountyHunterCharacter::SpawnMainBounty(UEVGameInstance* GI)
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CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
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CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
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const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
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const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
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CurrentMainBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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CurrentMainBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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CurrentMainBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip);
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MainBountyStruct = CurrentMainBounty->MainBountyStruct;
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MainBountyStruct = CurrentMainBounty->MainBountyStruct;
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if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName)
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if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName)
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{
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{
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CurrentMainBounty->SpawnCheckpoints();
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CurrentMainBounty->SpawnCheckpoints();
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return;
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return;
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}
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}
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CurrentMainBounty->SpawnOpenWorldCheckpoint();
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CurrentMainBounty->SpawnOpenWorldCheckpoint();
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TrackMainBounty();
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}
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}
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void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
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void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
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@ -39,6 +41,7 @@ void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
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SpawnedSideBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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SpawnedSideBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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SpawnedSideBounty->SpawnCheckpoints();
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SpawnedSideBounty->SpawnCheckpoints();
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CurrentSideBounties.Add(SpawnedSideBounty);
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CurrentSideBounties.Add(SpawnedSideBounty);
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SpawnedSideBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip);
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}
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}
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SideBountyStructs.Empty();
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SideBountyStructs.Empty();
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@ -47,6 +50,8 @@ void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
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SideBountyStructs.Add(SideBounty->SideBountyStruct);
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SideBountyStructs.Add(SideBounty->SideBountyStruct);
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SideBounty->CompletedSideBounty.AddDynamic(this, &ABountyHunterCharacter::CompletedASideBounty);
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SideBounty->CompletedSideBounty.AddDynamic(this, &ABountyHunterCharacter::CompletedASideBounty);
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}
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}
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if (!IsValid(CurrentMainBounty)) DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU");
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}
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}
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void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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@ -81,6 +86,7 @@ void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
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TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle;
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TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle;
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SideBountyStructs.RemoveAt(i);
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SideBountyStructs.RemoveAt(i);
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UpdateBountyTabInfo();
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UpdateBountyTabInfo();
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DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU");
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break;
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break;
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}
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}
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@ -107,6 +113,7 @@ void ABountyHunterCharacter::SavePlayerMoneyAndFavours()
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void ABountyHunterCharacter::BeginPlay()
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void ABountyHunterCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (IsValid(GI->MainSaveGameInstanceRef))
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if (IsValid(GI->MainSaveGameInstanceRef))
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{
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{
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@ -122,7 +129,6 @@ void ABountyHunterCharacter::BeginPlay()
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}
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}
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}
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}
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CreatePauseMenuTabs();
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CreatePauseMenuTabs();
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Super::BeginPlay();
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}
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}
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void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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// Called When Player Spawns
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// Called When Player Spawns
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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UFUNCTION(BlueprintImplementableEvent)
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void DisplayCheckpointTip(const FString& NewCheckpointTip);
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// Overridden to Setup up Pause Menu Inputs
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// Overridden to Setup up Pause Menu Inputs
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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@ -271,6 +274,7 @@ private:
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{
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{
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DeActivateAllBounties();
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DeActivateAllBounties();
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CurrentMainBounty->ActivateFirstCheckpoint();
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CurrentMainBounty->ActivateFirstCheckpoint();
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DisplayCheckpointTip(CurrentMainBounty->GetOpenWorldCheckpointTip());
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}
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}
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UFUNCTION()
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UFUNCTION()
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