Created basic weapon workbench functionality
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version https://git-lfs.github.com/spec/v1
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oid sha256:04cfc7fe61d70436448fef9aab937104318ff0f55b78ff073901898ebba5427b
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size 30633
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponWorkbenchClass.h"
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// Sets default values
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AWeaponWorkbenchClass::AWeaponWorkbenchClass()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AWeaponWorkbenchClass::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AWeaponWorkbenchClass::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void AWeaponWorkbenchClass::Interact()
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{
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UE_LOG(LogTemp, Display, TEXT("Interacted with weapon workbench"));
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}
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void AWeaponWorkbenchClass::InteractPrompt()
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{
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "GameFramework/Actor.h"
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#include "WeaponWorkbenchClass.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API AWeaponWorkbenchClass : public AActor, public IInteractionInterface
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AWeaponWorkbenchClass();
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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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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void Interact() override;
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void InteractPrompt() override;
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};
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