Bugfix : display player view obturation effect when player is hit (damage amount remain to fix)
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Content/Legumix/Ennemy/RangeEnemy/Projectile/BP_Projectile.uasset
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Content/Legumix/Ennemy/RangeEnemy/Projectile/BP_Projectile.uasset
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Content/Legumix/Levels/LVL_GYM_00.umap
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Content/Legumix/Levels/LVL_GYM_00.umap
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/BP_Play.uasset
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@ -26,7 +26,7 @@ ALMPlayer::ALMPlayer(const FObjectInitializer& ObjectInitializer)
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SpreadStream = FRandomStream(FMath::Rand());
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SpreadStream = FRandomStream(FMath::Rand());
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HealthComponent = CreateDefaultSubobject<ULMHealthComponent>(TEXT("HealthComponent"));
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HealthComponent = CreateDefaultSubobject<ULMHealthComponent>(TEXT("HealthComponent"));
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HitPeriodLengthInSeconds = 15.f;
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HitPeriodLengthInSeconds = 15.f;
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bHitPeriodInProgress = false;
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bHitPeriodInProgress = false;
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TimeOfTheLastDamage = 0.f;
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TimeOfTheLastDamage = 0.f;
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@ -46,7 +46,7 @@ void ALMPlayer::BeginPlay()
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GetCamera()->SetFieldOfView(ULMUserSettings::GetLegumixUserSettings()->FieldOfView);
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GetCamera()->SetFieldOfView(ULMUserSettings::GetLegumixUserSettings()->FieldOfView);
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HealthComponent->OnHealthChanged.AddDynamic(this, &ALMPlayer::SetDisplayDamageParameters);
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// HealthComponent->OnHealthChanged.AddDynamic(this, &ALMPlayer::SetDisplayDamageParameters);
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MovementModeChangedDelegate.AddUniqueDynamic(this, &ALMPlayer::MovementChanged);
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MovementModeChangedDelegate.AddUniqueDynamic(this, &ALMPlayer::MovementChanged);
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}
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}
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@ -15,6 +15,7 @@ class ULMWeaponManager;
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class ULMHealthComponent;
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class ULMHealthComponent;
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class UMaterialInstanceDynamic;
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class UMaterialInstanceDynamic;
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class ALMAmmo;
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class ALMAmmo;
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class ULMHitBox;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnRequestUnpauseSignature);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnRequestUnpauseSignature);
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