Removed Redundant LOS Test Box
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:16b8ace32a02155ad001cb46a64f3b5bef4c4c4ae6f13f0a6e13ac5d683c9a3c
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size 14694
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@ -1,3 +1,3 @@
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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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oid sha256:9e3dc3ac3d7558e57253059c870b13d20e67e639f7a748c3c6a384d65ae7df7f
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oid sha256:236689015c26708fac1bf19a6077122a373dbd62804e8b0643abe62a82db39ae
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size 109712
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size 109712
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@ -43,17 +43,6 @@ void AVisionLink::SendOutPingPulse()
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UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle);
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UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle);
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if (NumOfPingPulsesLeftInThisCycle < 0) return;
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if (NumOfPingPulsesLeftInThisCycle < 0) return;
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// FActorSpawnParameters SpawnParams;
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// SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// FVector SpawnLoc = PlayerCamComp->GetComponentLocation() + PlayerCamComp->GetForwardVector() * EnemyLOSTestActor->GetDefaultObject<AVisionLinkEnemyLOSTest>()->SpawnOffset;
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//
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//
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// AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, PlayerCamComp->GetComponentRotation(), SpawnParams);
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// TArray<uint32> EmptyIDArray;
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// Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyIDArray, this);
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UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!"));
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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PlayPingPulseAnim(TimeInbetweenPingPulses);
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PlayPingPulseAnim(TimeInbetweenPingPulses);
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@ -84,19 +73,14 @@ void AVisionLink::TestLOS(FTransform StartingPos, TArray<AActor*> &ActorsToIgnor
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if (!GetWorld()->LineTraceSingleByChannel(outHit, StartingPos.GetLocation(), LT_EndPoint, ECC_Camera, QueryParams)) continue;
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if (!GetWorld()->LineTraceSingleByChannel(outHit, StartingPos.GetLocation(), LT_EndPoint, ECC_Camera, QueryParams)) continue;
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// Only consider enemies which we haven't seen before
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AActor* HitActor = outHit.GetActor();
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AActor* HitActor = outHit.GetActor();
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if (!HitActor->ActorHasTag(FName("Enemy"))) continue; //|| EnemiesInLink.Contains(HitActor->GetUniqueID())) continue;
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if (!HitActor->ActorHasTag(FName("Enemy"))) continue;
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DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
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DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
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ActorsToIgnore.Add(HitActor);
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ActorsToIgnore.Add(HitActor);
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UE_LOG(LogTemp, Warning, TEXT("I've Seen an Enemy called: %s"), *HitActor->GetName());
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//Spawn in a Ping
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TestLOS(HitActor->GetTransform(), ActorsToIgnore);
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TestLOS(HitActor->GetTransform(), ActorsToIgnore);
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}
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}
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}
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}
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}
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}
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@ -21,10 +21,10 @@ class ENDLESSVENDETTA_API AVisionLink : public AReconGadget
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FTimerHandle PulseHandle;
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FTimerHandle PulseHandle;
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void TestLOS(FTransform StartingPos, TArray<AActor*> &ActorsToIgnore);
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void SendOutPingPulse();
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void SendOutPingPulse();
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void TestLOS(FTransform StartingPos, TArray<AActor*> &ActorsToIgnore);
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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virtual void Activate() override;
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virtual void Activate() override;
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@ -50,11 +50,6 @@ protected:
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UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
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UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
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float V_FOV = 25;
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float V_FOV = 25;
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// UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
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// TSubclassOf<AVisionLinkEnemyLOSTest> EnemyLOSTestActor;
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UPROPERTY(BlueprintReadOnly, Category = "Vision Link")
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UPROPERTY(BlueprintReadOnly, Category = "Vision Link")
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float CooldownLength;
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float CooldownLength;
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