Update Character for Damage Vignette
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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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EndlessVendetta/Content/Vignette/DamageVig.uasset
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EndlessVendetta/Content/Vignette/DamageVig.uasset
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@ -324,6 +324,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
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UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
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return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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}
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TookDamage.Broadcast();
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GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
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GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 5.0f, true);
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@ -275,6 +275,11 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Damage Control")
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virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTookDamage);
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UPROPERTY(BlueprintAssignable, Category = "Damage Control")
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FTookDamage TookDamage;
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void WeaponPickUpSystem();
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void EquipPrimary();
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