Implemented Shotgun Checkpoints
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parent
5146327b2c
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@ -8,8 +8,15 @@
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</component>
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<component name="ChangeListManager">
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<list default="true" id="42162083-13f4-4956-90b7-146c4a08f785" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/BD_ControlsTutorial.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/BD_ControlsTutorial.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Audio/Collapse01.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/CheckpointClass.h" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -124,7 +131,7 @@
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1705182847910</updated>
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<workItem from="1705182850227" duration="1968000" />
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<workItem from="1705182850227" duration="3992000" />
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</task>
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<servers />
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</component>
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_CrouchTutorial.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_CrouchTutorial.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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size 65818
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_JumpAcross.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_JumpAcross.uasset
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version https://git-lfs.github.com/spec/v1
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size 18316
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_PickUpShotgun.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_PickUpShotgun.uasset
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version https://git-lfs.github.com/spec/v1
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size 140176
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_SprintAcross.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_SprintAcross.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/Bounty/Checkpoints/CP_VaultOver.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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oid sha256:afa39ee6051cf8de083ac7531226891b50663f9121180792c783a1164a7d2e38
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size 22782
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oid sha256:e78faeaf50f50707879bcd856dbba79d38a8bfc7606fd3dd7c79f3cd7f4c36be
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size 24203
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EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.uasset
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EndlessVendetta/Content/BountySystem/ControlsTutorial/GunRangeMechanics/BP_DroppableWall.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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oid sha256:5c125e80e167538b873773fa5c90ed7f6e37b6efc8fe4e5dfe4c90078a0782b3
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size 64051
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oid sha256:92bcdc4257fb418b5d58b8d291fead0d206ea59774856556af22e6e182299e07
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size 101690
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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 sha256:81b4af129dd64a974daf8ea63b3e8635b024f3725e64d3c6033c49baefd8ab82
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size 3173962
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oid sha256:e5359d34f51cb7298d6e3c64aa6ff60e6a610066339af826e5e53b95436f12be
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size 3184727
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
(Stored with Git LFS)
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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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@ -29,7 +29,7 @@ void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle)
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WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
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}
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void ACheckpointClass::UpdateChecpointWaypoint(FVector WaypointNewLoc)
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void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -41,7 +41,7 @@ protected:
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}
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UFUNCTION(BlueprintCallable)
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void UpdateChecpointWaypoint(FVector WaypointNewLoc);
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void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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