Implemented Side Bounty Class Functionality
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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@ -3,3 +3,33 @@
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#include "SideBountyClass.h"
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void ASideBountyClass::BeginPlay()
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{
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Super::BeginPlay();
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MinCPsRequiredForCompletion = 1;
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}
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void ASideBountyClass::IncrementBountyCheckpoint()
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{
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Super::IncrementBountyCheckpoint();
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if (Completed)
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{
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CompletedSideBounty.Broadcast(ActiveSBC_Index);
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}
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}
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void ASideBountyClass::DestroyCheckpoints()
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{
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for (int i = 0; i < BountyCheckpoints.Num(); i++)
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{
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if (BountyCheckpoints[i] == nullptr)
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{
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continue;
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}
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BountyCheckpoints[i]->Destroy();
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}
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}
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@ -6,12 +6,30 @@
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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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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_Index);
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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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UPROPERTY(EditDefaultsOnly, Category = "Side Bounty")
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TMap<int, TSubclassOf<ACheckpointClass>> ReplacementCheckpoints;
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protected:
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virtual void BeginPlay() override;
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public:
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FCompletedSideBounty CompletedSideBounty;
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int ActiveSBC_Index;
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TMap<int, TSubclassOf<ACheckpointClass>> GetReplacementCheckpoints()
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{
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return ReplacementCheckpoints;
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}
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virtual void IncrementBountyCheckpoint() override;
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void DestroyCheckpoints();
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};
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