Update initialize weapon mesh
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7bcaa4c17a
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@ -2,11 +2,12 @@
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#include "Weapon/LMWeaponDataStructure.h"
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#include "Weapon/LMWeaponDataStructure.h"
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void ULMWeapon::Initialize()
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void ULMWeapon::Initialize(FVector MeshLocation)
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{
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{
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WeaponDataStructure =* WeaponRow.GetRow<FLMWeaponDataStructure>(TEXT(""));
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WeaponDataStructure =* WeaponRow.GetRow<FLMWeaponDataStructure>(TEXT(""));
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//Get FVector de la position de l'arme
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//Get FVector de la position de l'arme
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}
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}
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bool ULMWeapon::HasAmmoInClip()
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bool ULMWeapon::HasAmmoInClip()
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@ -27,7 +27,7 @@ void ULMWeaponManager::Initialize(USkeletalMeshComponent* Mesh)
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ULMWeapon* Instance = NewObject<ULMWeapon>(this, Weapon);
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ULMWeapon* Instance = NewObject<ULMWeapon>(this, Weapon);
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Weapons.Add(Instance);
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Weapons.Add(Instance);
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// Instance->Initialize(Mesh->GetRelativeLocation());
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Instance->Initialize(Mesh->GetRelativeLocation());
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}
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}
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}
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}
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@ -24,7 +24,7 @@ public:
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UPROPERTY()
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UPROPERTY()
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int CurrentAmmoInInventory;
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int CurrentAmmoInInventory;
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void Initialize();
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void Initialize(FVector MeshLocation);
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virtual void Fire();
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virtual void Fire();
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