Added ammo ui refresh on ammo pickup
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@ -158,3 +158,6 @@ ManualIPAddress=
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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[/Script/UnrealEd.CookerSettings]
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bCookOnTheFlyForLaunchOn=True
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Content/Legumix/Ennemy/BP_HitBox_Head.uasset
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Content/Legumix/Ennemy/BP_HitBox_Head.uasset
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Weapon/BP_Ammo.uasset
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Content/Legumix/Weapon/BP_Ammo.uasset
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Content/Legumix/Weapon/Revolver/BP_Revolver.uasset
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Content/Legumix/Weapon/Revolver/BP_Revolver.uasset
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Content/Legumix/Weapon/Shotgun/BP_Shotgun.uasset
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Content/Legumix/Weapon/Shotgun/BP_Shotgun.uasset
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@ -40,9 +40,10 @@ void ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
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if (GEngine)
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if (GEngine)
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{
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{
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FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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GEngine->AddOnScreenDebugMessage(1, 30.f, FColor::Red, AmmoAmount);
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 30.f, FColor::Red, AmmoAmount);
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}
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}
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WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount());
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WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount());
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OnAmmoPickup();
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}
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}
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int ALMPlayer::GetAmmoCount(const EAmmoType AmmoType) const
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int ALMPlayer::GetAmmoCount(const EAmmoType AmmoType) const
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@ -71,6 +71,8 @@ public:
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void WeaponReloaded();
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void WeaponReloaded();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void WeaponSwitched();
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void WeaponSwitched();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnAmmoPickup();
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void OnEnnemyHit();
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void OnEnnemyHit();
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