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608e12c2ee
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923073d734
@ -13,7 +13,7 @@ Homepage="https://solarstonegames.itch.io/endless-vendetta"
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SupportContact="https://solarstonegames.itch.io/endless-vendetta"
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Description=Sun, Fortune and Wealth await you in New Miami. Visit the sand-coated paradise here on Mars, where your new life awaits you! Delve into this hard-core realistic shooter where you take out targets as a bounty hunter.
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ProjectName=Endless Vendetta
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ProjectVersion=1.1.9
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ProjectVersion=1.1.3
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[StartupActions]
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bAddPacks=True
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EndlessVendetta/Content/Assets/Materials/Glass01/M_Glass01.uasset
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EndlessVendetta/Content/Assets/OpenWorld/Props/Textures_parts/Signs02/M_Signs06.uasset
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EndlessVendetta/Content/Assets/OpenWorld/Props/Textures_parts/Signs02/M_Signs08.uasset
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EndlessVendetta/Content/BountySystem/ApartmentBounty/BountySpecificActors/Door/BWI_DoorKey.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/BountySpecificActors/SneakAI/WBP_Spotted.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/GadgetGamemode/BP_WaveComputer.uasset
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EndlessVendetta/Content/BountySystem/Waypoint/WBP_MiniWaypoint.uasset
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EndlessVendetta/Content/BountySystem/Waypoint/WBP_MiniWaypoint.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
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EndlessVendetta/Content/Levels/OpenWorldRework.umap
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EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap
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EndlessVendetta/Content/MainMenu/Widgets/WBP_MainMenu.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/6/WO/6SPD0GKMZFJ321WMCKF2MP.uasset
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@ -105,7 +105,6 @@ void AAICharacter::OnDeath()
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GetMesh()->SetSimulatePhysics(true);
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GetMesh()->WakeAllRigidBodies();
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GetMesh()->bBlendPhysics = true;
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GetMesh()->SetCollisionResponseToChannel(ECC_GameTraceChannel4, ECR_Ignore);
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if (UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent()))
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{
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@ -23,7 +23,7 @@ public:
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// Sets default values for this actor's properties
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ABaseWeaponClass();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Marcel")
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UPROPERTY(EditDefaultsOnly, Category = "Marcel")
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UStaticMesh* SupressorMesh;
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