Made BlueprintReadWrite for weapon actors
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@ -103,7 +103,9 @@ public:
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float WalkSpeed;
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float WalkSpeed;
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float OriginalWalkSpeed;
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float OriginalWalkSpeed;
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UPROPERTY(BlueprintReadWrite)
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AActor* PrimaryWeaponActor;
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AActor* PrimaryWeaponActor;
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UPROPERTY(BlueprintReadWrite)
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AActor* SecondaryWeaponActor;
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AActor* SecondaryWeaponActor;
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bool bIsPrimaryWeaponCreated = false;
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bool bIsPrimaryWeaponCreated = false;
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bool bIsSecondaryWeaponCreated = false;
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bool bIsSecondaryWeaponCreated = false;
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@ -148,13 +150,15 @@ public:
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UFUNCTION(BlueprintCallable, Category = Weapon)
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UFUNCTION(BlueprintCallable, Category = Weapon)
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bool GetHasRifle();
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bool GetHasRifle();
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UPROPERTY(EditAnywhere, Category = "Weapons")
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UPROPERTY(EditAnywhere, Category = "Weapons", BlueprintReadWrite)
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TSubclassOf<ABaseWeaponClass> PrimaryWeaponClass;
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TSubclassOf<ABaseWeaponClass> PrimaryWeaponClass;
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UPROPERTY(EditAnywhere, Category = "Weapons")
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UPROPERTY(EditAnywhere, Category = "Weapons", BlueprintReadWrite)
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TSubclassOf<ABaseWeaponClass> SecondaryWeaponClass;
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TSubclassOf<ABaseWeaponClass> SecondaryWeaponClass;
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UPROPERTY(BlueprintReadWrite)
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ABaseWeaponClass* PrimaryWeapon;
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ABaseWeaponClass* PrimaryWeapon;
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UPROPERTY(BlueprintReadWrite)
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ABaseWeaponClass* SecondaryWeapon;
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ABaseWeaponClass* SecondaryWeapon;
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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