Created Retrieve Weapon Checkpoint
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EndlessVendetta/Content/BountySystem/Tutorial/BountySpecificActors/BP_GunDeposit.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/BountySpecificActors/BP_GunDeposit.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_DepositGun.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_DepositGun.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_TempEmpty.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_TempEmpty.uasset
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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size 1956244
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size 1956716
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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/Particles/P_Ambient_Dust.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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void AWeaponDepositCheckpoint::Interact()
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{
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if (!Active) return;
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UE_LOG(LogTemp,Warning, TEXT("Sooooo ermmmmmm"));
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AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
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if (Player->bHasRifle) Player->EquipSecondary();
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Player->bLockSecondary = true;
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@ -16,7 +16,7 @@ class ENDLESSVENDETTA_API AWeaponDepositCheckpoint : public ACheckpointClass, pu
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GENERATED_BODY()
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protected:
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void Interact() override;
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virtual void Interact() override;
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UFUNCTION(BlueprintImplementableEvent)
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void OpenElevatorDoor();
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponRetrieveCheckpoint.h"
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#include "EndlessVendettaCharacter.h"
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void AWeaponRetrieveCheckpoint::Interact()
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{
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if (!Active) return;
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AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
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Player->bLockSecondary = false;
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Player->EquipSecondary();
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// Doesn't actually open elevator door im just too lazy to make another blueprint implementable event lol
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OpenElevatorDoor();
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BroadcastCompletion();
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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 "BountySystem/CheckPoints/Weapons/WeaponDepositCheckpoint.h"
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#include "WeaponRetrieveCheckpoint.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 AWeaponRetrieveCheckpoint : public AWeaponDepositCheckpoint
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{
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GENERATED_BODY()
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void Interact() override;
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};
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