Prepared Scene for Peer Review Backup Build
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@ -88,3 +88,8 @@ ManualIPAddress=
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[CoreRedirects]
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[CoreRedirects]
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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[/Script/NavigationSystem.RecastNavMesh]
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AgentMaxStepHeight=73.434059
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AgentMaxSlope=64.648003
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BIN
EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset
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EndlessVendetta/Content/Gadgets/GM_GadgetManager.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 sha256:6803883c719b379495a997464dc8de768c0d39bdc4b88309709d1b0e61a8d294
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oid sha256:e0a0089064acc8fe731cf17574d83fcef31a1de8e948ba6ac7402ccb0e22ae26
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size 264200
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size 393527
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BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -160,7 +160,7 @@ void ABaseWeaponClass::Fire()
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}
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}
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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//Debug line to see where the trace hit
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//Debug line to see where the trace hit
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 0.2f, 0U, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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currentAmmoCount -= 1;
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currentAmmoCount -= 1;
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UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount);
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UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount);
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