Updated drop system
Signed-off-by: TjgL <lithmoneo@gmail.com>
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d8a1e924ce
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@ -3,7 +3,7 @@
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Legumix/MainMenu/LVL_MainMenu.LVL_MainMenu
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GameDefaultMap=/Game/Legumix/MainMenu/LVL_MainMenu.LVL_MainMenu
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GlobalDefaultGameMode=/Game/Legumix/BP_GameMode.BP_GameMode_C
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GlobalDefaultGameMode=/Game/Legumix/BP_GameMode.BP_GameMode_C
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EditorStartupMap=/Game/Legumix/Levels/LVL_GYM_00.LVL_GYM_00
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EditorStartupMap=/Game/Legumix/Levels/LVL_TEST_003.LVL_TEST_003
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GameInstanceClass=/Game/Legumix/BP_GameInstance.BP_GameInstance_C
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GameInstanceClass=/Game/Legumix/BP_GameInstance.BP_GameInstance_C
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[/Script/Engine.RendererSettings]
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[/Script/Engine.RendererSettings]
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BIN
Content/Legumix/Drops/BP_AmmoPack.uasset
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Content/Legumix/Drops/BP_AmmoPack.uasset
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Content/Legumix/Drops/BP_DropRevolver.uasset
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Content/Legumix/Drops/BP_DropRevolver.uasset
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Content/Legumix/Drops/BP_DropShotgun.uasset
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Content/Legumix/Drops/BP_DropShotgun.uasset
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Content/Legumix/Drops/BP_HealthPack.uasset
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Content/Legumix/Drops/BP_HealthPack.uasset
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Content/Legumix/Drops/BP_ItemDrop.uasset
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Content/Legumix/Drops/BP_ItemDrop.uasset
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Content/Legumix/Drops/BP_ItemDropRevolver.uasset
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Content/Legumix/Drops/BP_ItemDropRevolver.uasset
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Content/Legumix/Drops/BP_ItemDropShotgun.uasset
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Content/Legumix/Drops/BP_ItemDropShotgun.uasset
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Content/Legumix/Drops/C_AmmoPackDropRate.uasset
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Content/Legumix/Drops/C_AmmoPackDropRate.uasset
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@ -28,11 +28,11 @@ void ULMItemDropComponent::TryDropItems()
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if (ALMPlayer* Player = Cast<ALMPlayer>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)))
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if (ALMPlayer* Player = Cast<ALMPlayer>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)))
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{
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{
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Result = FMath::RandRange(0.f, 1.f);
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Result = FMath::RandRange(0.f, 1.f);
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const FLMAmmoData Ammo = Player->GetWeaponManager()->GetAmmoData(AmmoType);
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const FLMAmmoData Test = Player->GetWeaponManager()->GetAmmoDataMap().FindRef(AmmoType);
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const float Percentage = static_cast<float>(Ammo.AmmoCount) / static_cast<float>(Ammo.MaxAmmo);
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const float Percentage = static_cast<float>(Test.AmmoCount) / static_cast<float>(Test.MaxAmmo);
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const float DropChance = DropChanceAtRemainingAmmo->GetFloatValue(Percentage);
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const float DropChance = DropChanceAtRemainingAmmo->GetFloatValue(Percentage);
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FString Random = FString::Printf(TEXT("Drop Chance of %f for ammo (%i / %i) %f with random at %f"), DropChance, Ammo.AmmoCount, Ammo.MaxAmmo, Percentage, Result);
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FString Random = FString::Printf(TEXT("Drop Chance of %f for ammo (%i / %i) %f with random at %f"), DropChance, Test.AmmoCount, Test.MaxAmmo, Percentage, Result);
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5.f, FColor::Green, Random);
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5.f, FColor::Green, Random);
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if (DropChance >= Result)
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if (DropChance >= Result)
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{
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{
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@ -3,6 +3,6 @@
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UENUM(BlueprintType)
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UENUM(BlueprintType)
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enum class EAmmoType : uint8
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enum class EAmmoType : uint8
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{
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{
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EAT_RadishAmmo UMETA(DisplayName = "Radish Ammo"),
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EAT_RadishAmmo UMETA(DisplayName = "Revolver Ammo"),
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EAT_CornAmmo UMETA(DisplayName = "Corn Ammo")
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EAT_CornAmmo UMETA(DisplayName = "Shotgun Ammo")
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};
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};
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@ -58,6 +58,8 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void CreateTracer(EAmmoType Ammo, FVector EndLocation, FRotator Direction);
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void CreateTracer(EAmmoType Ammo, FVector EndLocation, FRotator Direction);
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TMap<EAmmoType, FLMAmmoData> GetAmmoDataMap() { return AmmoData; }
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public:
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public:
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UPROPERTY(BlueprintAssignable, BlueprintCallable, Category=Legumix)
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UPROPERTY(BlueprintAssignable, BlueprintCallable, Category=Legumix)
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FOnWeaponFiredSignature WeaponFired;
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FOnWeaponFiredSignature WeaponFired;
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