Added Empty Bounty System Classes
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version https://git-lfs.github.com/spec/v1
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oid sha256:c37220dc1a6682fd8e949470980677a49dab396cf3cf2b7c66e37adb26f36006
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size 14829
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oid sha256:1b95b1625b69860032c6a30ad9af83d68e7c0214b449e5355e3affa071fa6230
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size 14831
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@ -7,7 +7,10 @@
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{
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"Name": "EndlessVendetta",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BountyClass.h"
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// Sets default values
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ABountyClass::ABountyClass()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ABountyClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABountyClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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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 "GameFramework/Actor.h"
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#include "BountyClass.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API ABountyClass : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ABountyClass();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BountyDirector.h"
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// Sets default values
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ABountyDirector::ABountyDirector()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ABountyDirector::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABountyDirector::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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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 "GameFramework/Actor.h"
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#include "BountyDirector.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API ABountyDirector : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ABountyDirector();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CheckpointClass.h"
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// Sets default values
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ACheckpointClass::ACheckpointClass()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ACheckpointClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ACheckpointClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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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 "GameFramework/Actor.h"
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#include "CheckpointClass.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API ACheckpointClass : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ACheckpointClass();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SideBountyClass.h"
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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 "BountyClass.h"
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#include "SideBountyClass.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 ASideBountyClass : public ABountyClass
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{
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GENERATED_BODY()
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};
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