Shortened Combat Training Introduction Cinematic
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EndlessVendetta/Content/BountySystem/Tutorial/BountySpecificActors/Mayor/BP_Mayor.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_GadgetTrainingCinematic.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/CinematicSequences/GadgetTraining/WBP_BlurAnim.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/MB_Training.uasset
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EndlessVendetta/Content/Levels/MainMenuLevel.umap
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:5ed3962220f9b37fdb14b006b067d38ea49cfefd476be028a42523d03d2c9909
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size 1961339
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oid sha256:f4211d6e2a422b1e3f11cd0d904174b94961728a807725b7702dee221a52cb74
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size 1956244
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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@ -76,7 +76,7 @@ void UAC_PlayerDialogueInterpreter::NextDialogue()
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if (IsValid(CurrentChoiceNode)) return;
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if (IsValid(CurrentTextNode))
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{
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CurrentVoiceOverAudioComponent->Stop();
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if (IsValid(CurrentVoiceOverAudioComponent)) CurrentVoiceOverAudioComponent->Stop();
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if (CurrentTextNode->ChildrenNodes.Num() == 0)
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{
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EndDialogue();
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@ -142,7 +142,7 @@ void UAC_PlayerDialogueInterpreter::NextDialogue()
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void UAC_PlayerDialogueInterpreter::MakeChoiceDialogue(const int Choice)
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{
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if (!IsValid(CurrentChoiceNode)) return;
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CurrentVoiceOverAudioComponent->Stop();
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if (IsValid(CurrentVoiceOverAudioComponent)) CurrentVoiceOverAudioComponent->Stop();
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if (Cast<UDialogueChoiceNode>(CurrentChoiceNode->ChildrenNodes[Choice]))
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{
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CurrentChoiceNode = Cast<UDialogueChoiceNode>(CurrentChoiceNode->ChildrenNodes[Choice]);
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@ -172,7 +172,7 @@ void UAC_PlayerDialogueInterpreter::EndDialogue()
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CurrentTextNode = nullptr;
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CurrentAddItemNode = nullptr;
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CurrentCharacterSpeaking = FDialogueCharacter();
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CurrentVoiceOverAudioComponent->Stop();
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if (IsValid(CurrentVoiceOverAudioComponent)) CurrentVoiceOverAudioComponent->Stop();
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CurrentVoiceOverAudioComponent = nullptr;
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if (APlayerController* PlayerController = GetWorld()->GetFirstPlayerController())
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