Implemented Stand in Bounty Director PC Asset
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EndlessVendetta/Content/BountySystem/BountyDirector.uasset
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EndlessVendetta/Content/BountySystem/BountyDirector.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:38bc96d6b46050e363e792f2362ef3fdb191cb5efc6f8c176794cb28bcb44b94
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size 21920
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version https://git-lfs.github.com/spec/v1
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oid sha256:e2a0411ac8a6f3df1704187cfb5d62a200088e7d4605f05666b65e18645351d7
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size 247653
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version https://git-lfs.github.com/spec/v1
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oid sha256:27c4b4b5d9be3a90d5643aea54f75e7f52f85f5158e6a8cf6806c1e0a8efb346
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size 209883
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EndlessVendetta/Content/BountySystem/BountyDirector/WBP_StaticPCBG.uasset
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EndlessVendetta/Content/BountySystem/BountyDirector/WBP_StaticPCBG.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:112f033362de501319bab461fad7a299b4aa4e95f30f506514260da920a3af07
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size 247528
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version https://git-lfs.github.com/spec/v1
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oid sha256:b5108f2d9e72c0c5935678a1fca2dda316472ca588e74e85fc321b9c7bf46933
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size 73724
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:7be067073df07be66cbc1d10a227dbdbdb65550aa37fc9ba7c7c4b7716e2ff41
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oid sha256:833df8f0fca89205f775bf4b28e645ebf10d9a1ef4a621370a8dc01612aa1031
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size 4397
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size 5660
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@ -204,8 +204,13 @@ void ABountyDirector::Interact()
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UPC_Display* PC_Display = Cast<UPC_Display>(PC_DisplayWidget);
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UPC_Display* PC_Display = Cast<UPC_Display>(PC_DisplayWidget);
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bool GameOver = !IsValid(ActiveBounty);
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bool GameOver = !IsValid(ActiveBounty);
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PC_Display->PC_Display_Info.IsGameOver = GameOver;
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PC_Display->PC_Display_Info.IsGameOver = GameOver;
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PC_Display->LogoutFromBountyDirectorPC.AddDynamic(this, &ABountyDirector::DestroyBountyDirectorPCWidget);
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if (GameOver) return;
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if (GameOver)
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{
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PC_Display->LoadOS();
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return;
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}
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// Info about main bounty
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// Info about main bounty
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PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
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PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
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@ -239,6 +244,21 @@ void ABountyDirector::Interact()
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_2_Cost());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_2_Cost());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_3_Cost());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_3_Cost());
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PC_Display->PC_Display_Info.PlayersFavourAmount = Favours;
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PC_Display->LoadOS();
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PC_Display->LoadOS();
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}
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}
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void ABountyDirector::DestroyBountyDirectorPCWidget()
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{
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if (IsValid(PC_DisplayWidget)) PC_DisplayWidget->RemoveFromParent();
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FInputModeGameOnly InputMode;
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(InputMode);
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PlayerController->bShowMouseCursor = false;
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PlayerController->bEnableClickEvents = false;
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PlayerController->bEnableMouseOverEvents = false;
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}
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@ -65,6 +65,9 @@ protected:
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UFUNCTION()
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UFUNCTION()
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void DestroyActiveSideBounties();
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void DestroyActiveSideBounties();
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UFUNCTION()
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void DestroyBountyDirectorPCWidget();
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UFUNCTION()
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UFUNCTION()
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void EarnFavours(int FavoursEarned);
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void EarnFavours(int FavoursEarned);
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@ -43,18 +43,33 @@ struct FPC_Display_Info
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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TArray<int> CustomBountyAlteration_Cost;
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TArray<int> CustomBountyAlteration_Cost;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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int PlayersFavourAmount;
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};
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FLogoutFromBountyDirectorPC);
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UCLASS()
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UCLASS()
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class ENDLESSVENDETTA_API UPC_Display : public UUserWidget
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class ENDLESSVENDETTA_API UPC_Display : public UUserWidget
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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protected:
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UFUNCTION(BlueprintCallable, Category = "PC_Display")
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void LogoutButtonPressed()
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{
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LogoutFromBountyDirectorPC.Broadcast();
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}
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public:
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public:
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UFUNCTION(BlueprintImplementableEvent, Category = "PC_Display")
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FLogoutFromBountyDirectorPC LogoutFromBountyDirectorPC;
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void LoadOS();
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly)
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FPC_Display_Info PC_Display_Info;
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FPC_Display_Info PC_Display_Info;
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UFUNCTION(BlueprintImplementableEvent, Category = "PC_Display")
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void LoadOS();
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};
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};
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