Added weapons radivolver and bazoucorn
added bp radivolver and bazoucorn added dt weapon data
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Binaries/Win64/UnrealEditor-LegumeMix.exp
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Binaries/Win64/UnrealEditor-LegumeMix.exp
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version https://git-lfs.github.com/spec/v1
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oid sha256:857367d1cbd5cf6e376a48fdc7e5322bcb5ac0fb89152955790a09ce2bae9bb9
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size 60223488
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oid sha256:c9a69dc83569b529cbab9a41a0b4a673d1954c0706a7d4fa86941384f9f7ec04
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size 60411904
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Content/Legumix/Weapon/BP_Bazoucorn.uasset
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Content/Legumix/Weapon/BP_Bazoucorn.uasset
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Content/Legumix/Weapon/BP_Radivolver.uasset
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Content/Legumix/Weapon/BP_Radivolver.uasset
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Content/Legumix/Weapon/DT_WeaponData.uasset
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Content/Legumix/Weapon/DT_WeaponData.uasset
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Source/LegumeMix/Private/Weapon/Bazoucorn.cpp
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Source/LegumeMix/Private/Weapon/Bazoucorn.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Weapon/Bazoucorn.h"
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Source/LegumeMix/Private/Weapon/LMRadivolver.cpp
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Source/LegumeMix/Private/Weapon/LMRadivolver.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Weapon/LMRadivolver.h"
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#include "Weapon/LMWeapon.h"
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#include "Weapon/LMWeaponDataStructure.h"
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void ULMWeapon::Initialize()
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{
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WeaponDataStructure =* WeaponRow.GetRow<FLMWeaponDataStructure>(TEXT(""));
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}
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bool ULMWeapon::HasAmmoInClip()
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{
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if(CurrentClipAmmo > 0)
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{
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return true;
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}
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return false;
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}
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bool ULMWeapon::HasAmmoInInventory()
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{
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if (CurrentAmmoInInventory > 0)
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{
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return true;
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}
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return false;
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}
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void ULMWeapon::Reload()
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{
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//Do design reload logic
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OnReload();
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}
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#include "Weapon/LMWeaponDataStructure.h"
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Source/LegumeMix/Public/Weapon/Bazoucorn.h
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Source/LegumeMix/Public/Weapon/Bazoucorn.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "LMWeapon.h"
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#include "Bazoucorn.generated.h"
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/**
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*
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*/
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UCLASS(BlueprintType, Blueprintable)
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class LEGUMEMIX_API UBazoucorn : public ULMWeapon
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{
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GENERATED_BODY()
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};
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Source/LegumeMix/Public/Weapon/LMRadivolver.h
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Source/LegumeMix/Public/Weapon/LMRadivolver.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "LMWeapon.h"
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#include "LMRadivolver.generated.h"
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/**
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*
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*/
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UCLASS(BlueprintType, Blueprintable)
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class LEGUMEMIX_API ULMRadivolver : public ULMWeapon
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{
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GENERATED_BODY()
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};
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#pragma once
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#include "CoreMinimal.h"
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#include "LMWeaponDataStructure.h"
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#include "LMWeapon.generated.h"
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UCLASS()
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struct FLMWeaponDataStructure;
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UCLASS(BlueprintType, Blueprintable)
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class LEGUMEMIX_API ULMWeapon : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY()
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FLMWeaponDataStructure WeaponDataStructure;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Legumix")
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FDataTableRowHandle WeaponRow;
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UPROPERTY()
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int CurrentClipAmmo;
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UPROPERTY()
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int CurrentAmmoInInventory;
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void Initialize();
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void Fire();
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UFUNCTION(BlueprintCallable)
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void Reload();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnReload(); //To call in blueprint for design utilities
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void AddAmmo();
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bool HasAmmoInClip();
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bool HasAmmoInInventory();
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};
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Source/LegumeMix/Public/Weapon/LMWeaponDataStructure.h
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Source/LegumeMix/Public/Weapon/LMWeaponDataStructure.h
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#pragma once
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#include "AnimationBlueprintEditorSettings.h"
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#include "LMWeaponDataStructure.generated.h"
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USTRUCT(BlueprintType)
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struct FLMWeaponDataStructure : public FTableRowBase
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int MaxAmmo; // Max ammo in "inventory"
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int MaxClipAmmo; // Max ammo in clip
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UStaticMesh> MeshWeapon; //Mesh of the weapon display in the scene
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//UPROPERTY(EditAnywhere, BlueprintReadWrite)
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//enum AmmoType; //Type of ammo, which ammo this weapon is using
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UAnimBlueprint> AnimationBluePrint; //The animation blueprint to animate the mesh
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};
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