Implemented Bounty Rewards UI
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EndlessVendetta/Content/BountySystem/WBP_BountyCompleted.uasset
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EndlessVendetta/Content/BountySystem/WBP_BountyCompleted.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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size 526016
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size 554299
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_NeedReloadText.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_NeedReloadText.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 sha256:6b09feb9b8d78b3675fb5159f5400d568ae871b260ad185dfc216d4e55de460f
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size 308710
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size 308758
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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@ -56,7 +56,9 @@ void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
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void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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{
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{
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EarnMoney(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetRewardMoney());
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int MoneyEarned = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetRewardMoney();
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EarnMoney(MoneyEarned);
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BountyCompletedDisplay(MoneyEarned, 0);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
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@ -81,6 +83,7 @@ void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
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if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue;
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if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue;
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EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion);
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EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion);
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EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion);
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EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion);
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BountyCompletedDisplay(SideBountyStructs[i].MoneyEarnedForCompletion, SideBountyStructs[i].FavoursEarnedForCompletion);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
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TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle;
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TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle;
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@ -93,8 +93,14 @@ protected:
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// Called When Actor destroyed or Removed from Level
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// Called When Actor destroyed or Removed from Level
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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// Spawns Hold F to Access Bike UI in Open World Only
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void SpawnBikeUI();
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void SpawnBikeUI();
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// Displays what rewards the player got after completing any bounty
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UFUNCTION(BlueprintImplementableEvent)
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void BountyCompletedDisplay(int MoneyEarned, int FavoursEarned);
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public:
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public:
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// Used by Final Checkpoint to always load the Level set as the Open Level in here
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// Used by Final Checkpoint to always load the Level set as the Open Level in here
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FString GetOpenWorldLevelName()
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FString GetOpenWorldLevelName()
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