Added Open World Tips
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EndlessVendetta/Content/BountySystem/WBP_OpenWorldTips.uasset
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EndlessVendetta/Content/BountySystem/WBP_OpenWorldTips.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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oid sha256:488def0310e09a50405d033f3c814c547dd56c68ac2c909a3a2a88200ca0d477
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size 554299
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size 561313
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:e364907426b0dbe26e7b75e14af5d2729fb7ca68b745b0a12b7f2cdbf39b243e
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oid sha256:232beb5d0b8bbdfea876ac5e11028975c3c3944d48da1529ba2436327e1dbee1
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size 140863
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:78e28c42ac42a5669631ae881581ea94d84e5743b40145202a95def2a4bacebf
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size 308758
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oid sha256:5c433050df9290b192424ea92fd1047cf2d70dbed0af0194da5ef571d6eb6225
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size 308710
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.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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@ -125,6 +125,12 @@ void ABountyHunterCharacter::BeginPlay()
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SpawnMainBounty(GI);
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if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName)
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{
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if (GI->MainSaveGameInstanceRef->bFirstPlaythroughSave)
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{
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OpenWorldTips();
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GI->MainSaveGameInstanceRef->bFirstPlaythroughSave = false;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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}
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InOpenWorld = true;
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SpawnBikeUI();
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SpawnSideBounties(GI);
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@ -100,6 +100,9 @@ protected:
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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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UFUNCTION(BlueprintImplementableEvent)
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void OpenWorldTips();
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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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@ -14,6 +14,7 @@ void UEVGameInstance::CreateNewSaveGameInstance()
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MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0;
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MainSaveGameInstanceRef->MoneySave = 0;
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MainSaveGameInstanceRef->FavourSave = 0;
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MainSaveGameInstanceRef->bFirstPlaythroughSave = true;
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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}
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@ -46,4 +46,7 @@ public:
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UPROPERTY()
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TSubclassOf<ACombatGadget> CombatClassSave;
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UPROPERTY()
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bool bFirstPlaythroughSave;
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};
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