Merge branch 'Tutorial-Checkpoints' into dev
# Conflicts: # EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
This commit is contained in:
commit
00612596d5
@ -107,6 +107,7 @@ bSkipMovies=False
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+MapsToCook=(FilePath="/Game/Levels/OpenWorldRework")
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+MapsToCook=(FilePath="/Game/Levels/OpenWorldRework")
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+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/MarketAreaEnemies")
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+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/MarketAreaEnemies")
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+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/PachinkoEnemies")
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+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/PachinkoEnemies")
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+MapsToCook=(FilePath="/Game/Levels/TempLevels/NewTutorialMap")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
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+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
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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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@ -0,0 +1,18 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponDepositCheckpoint.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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void AWeaponDepositCheckpoint::Interact()
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{
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if (!Active) return;
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UE_LOG(LogTemp,Warning, TEXT("Sooooo ermmmmmm"));
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AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
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if (Player->bHasRifle) Player->EquipSecondary();
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Player->bLockSecondary = true;
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OpenElevatorDoor();
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BroadcastCompletion();
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "EndlessVendetta/BountySystem/CheckpointClass.h"
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#include "WeaponDepositCheckpoint.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API AWeaponDepositCheckpoint : public ACheckpointClass, public IInteractionInterface
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{
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GENERATED_BODY()
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protected:
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void Interact() override;
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UFUNCTION(BlueprintImplementableEvent)
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void OpenElevatorDoor();
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};
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@ -493,7 +493,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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{
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{
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if (bIsReloading) return;
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if (bIsReloading || bLockSecondary) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (PlayerOnShip || InPauseMenu) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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AGadgetManager* GadgetManager;
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AGadgetManager* GadgetManager;
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bool bIsReloading = false;
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bool bIsReloading = false;
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bool bLockSecondary = false;
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bool bIsPlayerMoving = false;
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bool bIsPlayerMoving = false;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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