Merge branch 'dev' into Dialogue-System
# Conflicts: # EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset # EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.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/Pistols/Pistol_Assets/SM_HandGun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun_PhysicsAsset.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun_PhysicsAsset.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_gun_A.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_gun_A.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_gun_N.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_gun_ORM.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_gun_ORM.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/24/JBARER4CBJ0QZT5CZY8ID6.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/GQ/QPISORMXEPSB0MNOUMBIZ4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/2/ZU/URNIY7YZNRDH4QY14A8BN4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/V5/00HOTT7GJB6N5M6TZHPJO5.uasset
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@ -440,7 +440,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
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GLog->Log("Secondary Weapon Equipped");
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}
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint"));
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon->SetActorHiddenInGame(false);
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GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
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@ -501,28 +501,16 @@ void AEndlessVendettaCharacter::GunRightClick()
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{
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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{
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for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
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{
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ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
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break;
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}
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if (!IsValid(ScopedLocationArrow)) return;
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PrimaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
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bIsScoped = true;
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PrimaryWeapon->WeaponScopedFire();
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StartPrimaryWeaponADS();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
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}
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if (IsValid(SecondaryWeapon) && !bIsScoped)
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{
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for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
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{
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ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
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break;
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}
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if (!IsValid(ScopedLocationArrow)) return;
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bIsScoped = true;
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SecondaryWeapon->WeaponScopedFire();
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SecondaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
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StartSecondaryWeaponADS();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
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}
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}
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@ -533,14 +521,14 @@ void AEndlessVendettaCharacter::StopGunRightClick()
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{
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bIsScoped = false;
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PrimaryWeapon->WeaponScopedFire();
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PrimaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0));
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StopPrimaryWeaponADS();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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}
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if (IsValid(SecondaryWeapon))
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{
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bIsScoped = false;
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SecondaryWeapon->WeaponScopedFire();
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SecondaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0));
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StopSecondaryWeaponADS();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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}
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}
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@ -118,6 +118,14 @@ public:
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bool bIsSecondaryWeaponCreated = false;
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bool bIsWeaponPickedUp = false;
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UFUNCTION(BlueprintImplementableEvent)
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void StartPrimaryWeaponADS();
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UFUNCTION(BlueprintImplementableEvent)
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void StopPrimaryWeaponADS();
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UFUNCTION(BlueprintImplementableEvent)
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void StartSecondaryWeaponADS();
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UFUNCTION(BlueprintImplementableEvent)
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void StopSecondaryWeaponADS();
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UPROPERTY(BlueprintReadWrite)
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bool bIsInDialogue = false;
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