Added Supressor to Save System
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@ -55,4 +55,10 @@ public:
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UPROPERTY()
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TArray<TSubclassOf<AOpenWorldCheckpoint>> OpenWorldCheckpointsClassesSave;
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UPROPERTY()
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bool bPistolHasSupressor;
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UPROPERTY()
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bool bAssaultSupressor;
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};
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@ -12,6 +12,8 @@
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#include "EndlessVendetta/AI/EnemyCharacter.h"
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#include <EndlessVendetta/EndlessVendettaGameMode.h>
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#include "PistolClass.h"
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#include "ShotgunClass.h"
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#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
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#include "EndlessVendetta/Workbench&Attachments/ExtendedMagAttachmentClass.h"
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#include "EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h"
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@ -49,8 +51,9 @@ void ABaseWeaponClass::BeginPlay()
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if (!IsValid(endlessVendettaChar)) return;
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for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(),
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FName("GunStart")))
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for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(),FName("GunStart")))
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{
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GunStartArrow = Cast<UArrowComponent>(actorComp);
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break;
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@ -60,6 +63,21 @@ void ABaseWeaponClass::BeginPlay()
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{
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playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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}
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UEVGameInstance* EV = Cast<UEVGameInstance>(GetGameInstance());
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if (!IsValid(EV->MainSaveGameInstanceRef)) return;
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if (IsA(APistolClass::StaticClass()) && EV->MainSaveGameInstanceRef->bPistolHasSupressor)
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{
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FTransform EmptyTransform = FTransform();
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//auto Supressor = Cast<UStaticMesh>(GetWorld()->SpawnActor(SupressorMesh));
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SetupSilencerAttachment(SupressorMesh);
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}
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else if (EV->MainSaveGameInstanceRef->bPistolHasSupressor)
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{
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FTransform EmptyTransform = FTransform();
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//auto Supressor = Cast<UStaticMesh>(GetWorld()->SpawnActor(SupressorMesh));
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SetupSilencerAttachment(SupressorMesh);
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}
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}
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@ -324,6 +342,19 @@ void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
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StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;
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StaticMeshComp->RegisterComponent();
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}
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UEVGameInstance* EV = Cast<UEVGameInstance>(GetGameInstance());
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if (!IsValid(EV->MainSaveGameInstanceRef)) return;
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if (IsA(APistolClass::StaticClass()))
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{
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EV->MainSaveGameInstanceRef->bPistolHasSupressor = true;
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UGameplayStatics::SaveGameToSlot(EV->MainSaveGameInstanceRef, "MainSave", 0);
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}
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else
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{
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EV->MainSaveGameInstanceRef->bAssaultSupressor = true;
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UGameplayStatics::SaveGameToSlot(EV->MainSaveGameInstanceRef, "MainSave", 0);
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}
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}
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}
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}
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@ -23,6 +23,11 @@ public:
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// Sets default values for this actor's properties
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ABaseWeaponClass();
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UPROPERTY(EditDefaultsOnly, Category = "Marcel")
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UStaticMesh* SupressorMesh;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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