Implemented Overload Module Gadget Tutorial
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EndlessVendetta/Content/BountySystem/TutorialFacility/Checkpoints/GadgetTutorial/Combat/BP_CombatWorkbench.uasset
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EndlessVendetta/Content/Gadgets/CombatGadgets/OverloadModule/CG_OverloadModule.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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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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// Fill out your copyright notice in the Description page of Project Settings.
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#include "OverloadModuleTutorial.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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void AOverloadModuleTutorial::BeginPlay()
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{
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Super::BeginPlay();
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GadgetManager = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->GadgetManager;
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SpawnNewWaypoint(HackTargetWaypointLoc, HackTargetWaypointDesc);
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}
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void AOverloadModuleTutorial::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (!GadgetManager->CombatInUse()) return;
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SpawnNewWaypoint(ResultWaypointLoc, ResultWaypointDesc);
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SetActorTickEnabled(false);
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FTimerHandle TimerHandle;
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GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &AOverloadModuleTutorial::FinishedTutorial, 7.5);
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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 "BaseGadgetTutorial.h"
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#include "EndlessVendetta/GadgetSystem/GadgetManager.h"
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#include "OverloadModuleTutorial.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 AOverloadModuleTutorial : public ABaseGadgetTutorial
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{
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GENERATED_BODY()
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AGadgetManager* GadgetManager;
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void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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protected:
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UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial")
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FString HackTargetWaypointDesc;
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UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial")
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FString ResultWaypointDesc;
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UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial")
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FVector HackTargetWaypointLoc;
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UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial")
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FVector ResultWaypointLoc;
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};
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