Added Custom Bounty Altering Effect UFunctions
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@ -35,6 +35,16 @@ protected:
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString BountyDesc;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomAlteringEffect1_Description;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomAlteringEffect2_Description;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomAlteringEffect3_Description;
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// -----------------------------------------------
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bool Completed = false;
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@ -128,13 +138,30 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void CollectRewards();
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void DestroyReturnToShipStep()
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UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
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void CustomBountyAlteringEffect1();
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteringEffect1_Description()
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{
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if (BountyCheckpoints.Num() > 1)
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{
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UE_LOG(LogTemp, Warning, TEXT("Didn't Destroy final step as more than one steps still left in Bounty"));
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return CustomAlteringEffect1_Description;
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}
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BountyCheckpoints[0]->Destroy();
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UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
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void CustomBountyAlteringEffect2();
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteringEffect2_Description()
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{
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return CustomAlteringEffect2_Description;
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}
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UFUNCTION(BlueprintImplementableEvent, Category = "Bounty")
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void CustomBountyAlteringEffect3();
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteringEffect3_Description()
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{
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return CustomAlteringEffect3_Description;
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}
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};
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@ -85,7 +85,6 @@ void ABountyDirector::FinishActiveBounty()
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ActiveBounty->CollectRewards();
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// Destroy old Bounties
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ActiveBounty->DestroyReturnToShipStep();
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ActiveBounty->Destroy();
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DestroyActiveSideBounties();
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