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
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EndlessVendetta/Content/BountySystem/BountyDirector.uasset
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EndlessVendetta/Content/BountySystem/BountyDirector.uasset
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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size 13616
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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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size 26624
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size 26471
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EndlessVendetta/Content/BountySystem/TestBounties/Test_Bounty2/BC_TestBounty2.uasset
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EndlessVendetta/Content/BountySystem/TestBounties/Test_Bounty2/BC_TestBounty2.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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oid sha256:a23fd0e2dcb1d9ef6281f8b224a2fac4c24819434c765688132505ba1439ff83
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oid sha256:9a25fb0509937f11c2ef9e1e717d9d14d1d41e26352da8353f1181fd19aa5c0d
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size 66790690
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size 66790690
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@ -61,7 +61,7 @@ void ABountyClass::IncrementBountyCheckpoint()
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}
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}
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// Bounty Completion Condition
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// Bounty Completion Condition
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if (BountyCheckpoints.Num() <= MinCPsRequiredForCompletion)
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if (BountyCheckpoints.Num() <= 1)
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{
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{
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Completed = true;
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Completed = true;
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BountyCheckpoints[0]->Active = false;
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BountyCheckpoints[0]->Active = false;
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@ -39,12 +39,6 @@ protected:
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bool Completed = false;
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bool Completed = false;
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/**
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* Default is 2 as final step in most Bounties is to return to ship,
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* which can't be completed. Change to 1 if that's not the case.
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*/
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int MinCPsRequiredForCompletion = 2;
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// Spawned in Checkpoints for this Bounty
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// Spawned in Checkpoints for this Bounty
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TArray<ACheckpointClass*> BountyCheckpoints;
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TArray<ACheckpointClass*> BountyCheckpoints;
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@ -6,8 +6,7 @@
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void ASideBountyClass::BeginPlay()
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void ASideBountyClass::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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MinCPsRequiredForCompletion = 1;
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}
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}
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void ASideBountyClass::IncrementBountyCheckpoint()
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void ASideBountyClass::IncrementBountyCheckpoint()
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