Update Legacy Weapons for Sound
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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@ -120,7 +120,7 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaDecreaseRate = 0.2;
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float StaminaDecreaseRate = 0.2;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaRegenRate = 0.05;
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float StaminaRegenRate = 0.1;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float SprintSpeed = 900;
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float SprintSpeed = 900;
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@ -44,6 +44,7 @@ void AShotgunClass::Fire()
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}
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}
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}
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}
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currentAmmoCount--;
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currentAmmoCount--;
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WeaponFired.Broadcast();
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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GenerateRecoilVector();
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GenerateRecoilVector();
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ClickDetectionTimer();
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ClickDetectionTimer();
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@ -82,5 +83,3 @@ void AShotgunClass::StopFire()
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{
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{
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bSingleShotOnly = false;
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bSingleShotOnly = false;
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}
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}
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