Merge remote-tracking branch 'origin/WeaponPickupSystem' into TutorialBounty
# Conflicts: # EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
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commit
ab76177b16
@ -1,3 +1,3 @@
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Reload.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Reload.uasset
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@ -1,3 +1,3 @@
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BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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@ -66,6 +66,11 @@ void AEndlessVendettaCharacter::BeginPlay()
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}
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}
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}
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}
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void AEndlessVendettaCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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//////////////////////////////////////////////////////////////////////////// Input
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//////////////////////////////////////////////////////////////////////////// Input
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void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
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void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
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@ -251,11 +256,11 @@ void AEndlessVendettaCharacter::EquipSecondary()
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//Calls the fire function in the baseWeaponClass
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::FireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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{
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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{
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{
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PrimaryWeapon->Fire();
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PrimaryWeapon->Fire();
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}
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}
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if (IsValid(SecondaryWeapon))
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if (IsValid(SecondaryWeapon) && !bIsReloading)
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{
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{
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SecondaryWeapon->Fire();
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SecondaryWeapon->Fire();
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}
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}
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@ -325,11 +330,13 @@ void AEndlessVendettaCharacter::GunReload()
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{
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{
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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PrimaryWeapon->WeaponReload();
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PrimaryWeapon->ReloadTimer();
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bIsReloading = true;
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}
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}
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if (IsValid(SecondaryWeapon))
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if (IsValid(SecondaryWeapon))
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{
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{
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SecondaryWeapon->WeaponReload();
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SecondaryWeapon->ReloadTimer();
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bIsReloading = true;
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}
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}
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}
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}
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@ -83,6 +83,7 @@ public:
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(EditDefaultsOnly, Category = "Gadget")
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UPROPERTY(EditDefaultsOnly, Category = "Gadget")
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TSubclassOf<AGadgetManager> GadgetManagerClass;
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TSubclassOf<AGadgetManager> GadgetManagerClass;
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@ -90,6 +91,7 @@ protected:
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public:
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public:
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int Money = 2000;
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int Money = 2000;
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bool bIsReloading = false;
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/** Look Input Action */
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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@ -54,6 +54,7 @@ void ABaseWeaponClass::BeginPlay()
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UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize);
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UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize);
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}
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}
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// Called every frame
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// Called every frame
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void ABaseWeaponClass::Tick(float DeltaTime)
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void ABaseWeaponClass::Tick(float DeltaTime)
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{
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{
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@ -63,7 +64,6 @@ void ABaseWeaponClass::Tick(float DeltaTime)
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{
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{
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ApplyRecoil(DeltaTime);
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ApplyRecoil(DeltaTime);
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}
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}
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UE_LOG(LogTemp, Display, TEXT("currnt pitch: %f"), currentPitch);
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if (currentPitch < 0 && bStopShooting)
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if (currentPitch < 0 && bStopShooting)
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{
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{
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float increment = currentPitch * DeltaTime * 8;
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float increment = currentPitch * DeltaTime * 8;
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@ -213,12 +213,20 @@ void ABaseWeaponClass::WeaponScopedFire()
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}
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}
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}
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}
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void ABaseWeaponClass::ReloadTimer()
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{
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GetWorldTimerManager().SetTimer(reloadTimerHandle, this, &ABaseWeaponClass::WeaponReload, TimeToReload, false);
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ShowReloadingWidget();
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}
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void ABaseWeaponClass::WeaponReload()
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void ABaseWeaponClass::WeaponReload()
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{
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{
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if(MagazineSize > currentAmmoCount)
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if(MagazineSize >= currentAmmoCount)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
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UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
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currentAmmoCount = MagazineSize;
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currentAmmoCount = MagazineSize;
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endlessVendettaChar->bIsReloading = false;
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HideReloadingWidget();
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}
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}
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}
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}
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@ -41,10 +41,18 @@ protected:
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float recoilResultPitch = 0;
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float recoilResultPitch = 0;
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float recoilResultYaw = 0;
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float recoilResultYaw = 0;
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UFUNCTION(BlueprintImplementableEvent)
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void ShowReloadingWidget();
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UFUNCTION(BlueprintImplementableEvent)
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void HideReloadingWidget();
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public:
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public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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void ReloadTimer();
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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FName WeaponName;
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FName WeaponName;
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@ -57,6 +65,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int MagazineSize;
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int MagazineSize;
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UPROPERTY(EditAnywhere)
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float TimeToReload = 3.f;
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//how many bullets until the recoil stops going up
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//how many bullets until the recoil stops going up
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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int howMnyShotsTillRclStop;
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int howMnyShotsTillRclStop;
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@ -95,6 +106,7 @@ public:
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APlayerController* playerControllerRef;
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APlayerController* playerControllerRef;
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FTimerHandle timerHandle;
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FTimerHandle timerHandle;
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FTimerHandle reloadTimerHandle;
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bool bFirstBulletShot = false;
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bool bFirstBulletShot = false;
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