Implemented Eliminate Timothy Huntsmer CheckPoint
This commit is contained in:
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b63c4ea348
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@ -9,14 +9,18 @@
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/OWCP_Training.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/OWCP_Training.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/Legacy/TutorialFacility/Checkpoints/BountySimulation/CP_ElimTutorialTarget.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/Legacy/TutorialFacility/Checkpoints/BountySimulation/CP_ElimTutorialTarget.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" afterDir="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -139,7 +143,7 @@
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BIN
EndlessVendetta/Content/BountySystem/ApartmentBounty/CP_ElimTImothyHuntsmer.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CP_ElimTImothyHuntsmer.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence1.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence1.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence1.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence1.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence2.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence2.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence2.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence2.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence3.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence3.png
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence3.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence3.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/MB_Apartment.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/MB_Apartment.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/TargetEliminatedSequence.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/TargetEliminatedSequence.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/WBP_TimothyEliminated.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/WBP_TimothyEliminated.uasset
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EndlessVendetta/Content/BountySystem/CP_FinalCheckpoint.uasset
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EndlessVendetta/Content/BountySystem/CP_FinalCheckpoint.uasset
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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 sha256:9d351bbac850938f4243559fb2004190dc0a9ecc375e967e1beee57237a90123
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oid sha256:7154a02aabca9ad54b560faf66989f17a0baa31478911e832b090c33c7a4bb61
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size 299666
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size 299618
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BIN
EndlessVendetta/Content/Levels/TempOpenWorld.umap
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EndlessVendetta/Content/Levels/TempOpenWorld.umap
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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/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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@ -2,17 +2,18 @@
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#include "BountyHunterCharacter.h"
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#include "BountyHunterCharacter.h"
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#include "EndlessVendetta/EVGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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void ABountyHunterCharacter::SpawnMainBounty()
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void ABountyHunterCharacter::SpawnMainBounty()
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{
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{
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (!IsValid(GI->MainSaveGameInstanceRef)) return;
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if (!IsValid(GI->MainSaveGameInstanceRef)) return;
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CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld;
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if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty();
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UE_LOG(LogTemp, Warning, TEXT("Loaded current bounty as %d"), CurrentMainBountyIndex);
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if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty(GI);
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if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
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if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
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{
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{
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AllBountiesCompleted();
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AllBountiesCompleted();
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@ -21,16 +22,19 @@ void ABountyHunterCharacter::SpawnMainBounty()
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CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
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CurrentMainBounty = GetWorld()->SpawnActor<AMainBountyClass>(MainBountyClasses[CurrentMainBountyIndex]);
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const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
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const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
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AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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CurrentMainBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
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UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? CurrentMainBounty->SpawnOpenWorldCheckpoint() : CurrentMainBounty->SpawnCheckpoints();
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UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? CurrentMainBounty->SpawnOpenWorldCheckpoint() : CurrentMainBounty->SpawnCheckpoints();
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}
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}
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void ABountyHunterCharacter::CompleteCurrentMainBounty()
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void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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{
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{
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// Collect rewards for bounty and move onto next
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// Collect rewards for bounty and move onto next
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty and moving onto next if possible"));
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
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CurrentMainBountyIndex++;
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CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
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GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = CurrentMainBountyIndex;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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}
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}
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void ABountyHunterCharacter::AllBountiesCompleted()
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void ABountyHunterCharacter::AllBountiesCompleted()
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "EndlessVendetta/EVGameInstance.h"
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#include "EndlessVendetta/MainSaveGameClass.h"
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#include "EndlessVendetta/MainSaveGameClass.h"
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#include "EndlessVendetta/BountySystem/MainBountyClass.h"
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#include "EndlessVendetta/BountySystem/MainBountyClass.h"
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#include "BountyHunterCharacter.generated.h"
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#include "BountyHunterCharacter.generated.h"
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@ -42,7 +43,7 @@ private:
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void SpawnMainBounty();
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void SpawnMainBounty();
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// Collects Reward for Current Main Bounty and Increments the Main Bounty Index
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// Collects Reward for Current Main Bounty and Increments the Main Bounty Index
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void CompleteCurrentMainBounty();
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void CompleteCurrentMainBounty(UEVGameInstance* GI);
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// Replaces Normal Bounty Info UI with Unique Game Over UI
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// Replaces Normal Bounty Info UI with Unique Game Over UI
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void AllBountiesCompleted();
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void AllBountiesCompleted();
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@ -11,6 +11,7 @@ void UEVGameInstance::CreateNewSaveGameInstance()
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MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass()));
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MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass()));
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MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0;
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MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0;
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MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0;
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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}
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}
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@ -138,6 +138,7 @@ protected:
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void RegenHealth();
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void RegenHealth();
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FTimerHandle RegenHealthTimerHandle;
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FTimerHandle RegenHealthTimerHandle;
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UFUNCTION(BlueprintCallable)
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void Heal(const float Amount);
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void Heal(const float Amount);
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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@ -17,5 +17,8 @@ class ENDLESSVENDETTA_API UMainSaveGameClass : public USaveGame
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public:
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public:
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UPROPERTY()
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UPROPERTY()
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int CurrentMainBountyIndexSave;
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int CurrentMainBountyIndexSave;
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UPROPERTY()
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int LastMainBountyIndexInOpenWorld;
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};
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};
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