Finished Creating Weapon Stat UI for all Weapons
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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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size 39198
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size 40029
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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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size 126851
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size 124677
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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 sha256:10ebd683496c3f12941f3983445288dce63f61464dea90cf666d51f7faf23919
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size 64526
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size 64773
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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 sha256:9d594f98e9965fee6c2321d2688890d8d745b135621247d2a34ca8a2f9d7935a
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size 83652
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size 192580
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@ -54,22 +54,23 @@ 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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void ReloadTimer();
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UPROPERTY(EditAnywhere)
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FName WeaponName;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString WeaponName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int WeaponDamage;
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int WeaponDamage;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString WeaponDescription;
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FString WeaponDescription;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float FireRate;
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float FireRate;
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float TimeToReload = 3.f;
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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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