Reverted Return To Ship Checkpoint Functionality

Revert back to a bounty being completed when no more checkpoints exist for it, rather than having an uncompletable return to ship cp which is ignored when considering completion requirements
This commit is contained in:
Rafal Swierczek 2023-10-10 18:47:33 +01:00
parent 147dcaef6f
commit 72e445efed
9 changed files with 10 additions and 20 deletions

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@ -61,7 +61,7 @@ void ABountyClass::IncrementBountyCheckpoint()
} }
// Bounty Completion Condition // Bounty Completion Condition
if (BountyCheckpoints.Num() <= MinCPsRequiredForCompletion) if (BountyCheckpoints.Num() <= 1)
{ {
Completed = true; Completed = true;
BountyCheckpoints[0]->Active = false; BountyCheckpoints[0]->Active = false;

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@ -39,12 +39,6 @@ protected:
bool Completed = false; bool Completed = false;
/**
* Default is 2 as final step in most Bounties is to return to ship,
* which can't be completed. Change to 1 if that's not the case.
*/
int MinCPsRequiredForCompletion = 2;
// Spawned in Checkpoints for this Bounty // Spawned in Checkpoints for this Bounty
TArray<ACheckpointClass*> BountyCheckpoints; TArray<ACheckpointClass*> BountyCheckpoints;

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@ -7,7 +7,6 @@ void ASideBountyClass::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
MinCPsRequiredForCompletion = 1;
} }
void ASideBountyClass::IncrementBountyCheckpoint() void ASideBountyClass::IncrementBountyCheckpoint()