Updated Party NPCs to Run Away When Enemies Become Hostile
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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 sha256:4b7711721e4ac69734e98b538d8a4120895d5c9786407711f0065dc8a9bf7530
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size 98194
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size 111927
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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 sha256:0268f573172a85cbed0ebff602394fe7429e5c00743043ae0c95a49bdc0ba94e
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size 1017973
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oid sha256:cd5075433024da9604f0800478f522c559be465de8fdbbc963f046200f0e600c
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size 1017945
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -71,6 +71,7 @@ void AEnemyCharacter::SetHostilityLevel(const EHostilityLevel NewHostilityLevel)
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if (NewHostilityLevel == EHostilityLevel::Hostile)
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{
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if (!IsValid(GetController())) return;
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BecameHostile.Broadcast();
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Cast<AAIController>(GetController())->GetBlackboardComponent()->SetValueAsBool("IsHostile", true);
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}
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HostilityLevel = NewHostilityLevel;
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@ -17,6 +17,7 @@ enum class EHostilityLevel : uint8
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Hostile UMETA(DisplayName = "Hostile")
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEnemyDied);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBecameHostile);
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UCLASS()
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class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter
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@ -32,6 +33,8 @@ public:
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EHostilityLevel HostilityLevel = EHostilityLevel::None;
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UPROPERTY(BlueprintAssignable)
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FEnemyDied EnemyDied;
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UPROPERTY(BlueprintAssignable)
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FBecameHostile BecameHostile;
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protected:
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// Called when the game starts or when spawned
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