Started working on a new weapon system
This commit is contained in:
parent
5524705f60
commit
f639b7e3a9
33
Source/LegumeMix/Private/Player/LMBulletInfo.h
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33
Source/LegumeMix/Private/Player/LMBulletInfo.h
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@ -0,0 +1,33 @@
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#pragma once
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#include "Weapon/LMAmmoType.h"
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#include "LMBulletInfo.generated.h"
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USTRUCT(BlueprintType)
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struct FLMBulletInfo
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int BulletCount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector Origin;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector Direction;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector Spread;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MaxDistance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FFloatCurve Falloff;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EAmmoType AmmoType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Damage;
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};
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@ -3,6 +3,8 @@
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#include "Player/LMPlayer.h"
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#include "KismetTraceUtils.h"
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#include "LMBulletInfo.h"
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#include "Camera/CameraComponent.h"
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#include "Weapon/LMAmmo.h"
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#include "Weapon/LMWeaponManager.h"
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@ -51,6 +53,16 @@ void ALMPlayer::SetWeaponManager(ULMWeaponManager* Manager)
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WeaponManager->Initialize(ArmsMesh);
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}
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void ALMPlayer::PlayAnimation(UAnimMontage* Animation)
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{
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}
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void ALMPlayer::FireBullets(const FLMBulletInfo Settings)
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{
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FVector EndLocation = Settings.Origin + (Settings.Direction * Settings.MaxDistance);
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TArray<FHitResult> Hits;
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DrawDebugLineTraceMulti(GetWorld(), Settings.Origin, EndLocation, EDrawDebugTrace::ForDuration, true, Hits, FColor::Green, FColor::Red, 10.f);
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}
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void ALMPlayer::Tick(float DeltaTime)
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{
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39
Source/LegumeMix/Private/Weapon/LMShotgun.cpp
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39
Source/LegumeMix/Private/Weapon/LMShotgun.cpp
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@ -0,0 +1,39 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Weapon/LMShotgun.h"
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#include "Player/LMBulletInfo.h"
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#include "Player/LMPlayer.h"
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ALMShotgun::ALMShotgun()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void ALMShotgun::PrimaryFire()
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{
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ALMPlayer* Player = Cast<ALMPlayer>(GetOuter());
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if (!Player)
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return;
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PlaySound(Data.FireSound);
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PlayAnimation(PrimaryFireAnimation);
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FVector Origin = Player->GetWeaponFiringOrigin();
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FVector Direction = Player->GetAimVector();
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ClipAmmo--;
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FLMBulletInfo ShotInfo = FLMBulletInfo(PelletCount, Origin, Direction, WeaponSpread, MaxDistance, DamageFalloff, AmmoType, Damage);
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Player->FireBullets(ShotInfo);
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}
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void ALMShotgun::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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56
Source/LegumeMix/Private/Weapon/LMWeaponBase.cpp
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56
Source/LegumeMix/Private/Weapon/LMWeaponBase.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Weapon/LMWeaponBase.h"
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#include "Components/AudioComponent.h"
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ALMWeaponBase::ALMWeaponBase()
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{
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PrimaryActorTick.bCanEverTick = true;
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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AudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("Audio"));
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AudioComponent->SetupAttachment(RootComponent);
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WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mesh"));
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WeaponMesh->SetupAttachment(RootComponent);
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WeaponSocket = FName();
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}
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void ALMWeaponBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ALMWeaponBase::Reload()
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{
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}
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void ALMWeaponBase::PrimaryFire()
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{
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}
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void ALMWeaponBase::PlaySound(USoundWave* Sound, const bool Replacing)
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{
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if (AudioComponent->IsPlaying() && !Replacing)
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return;
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AudioComponent->Stop();
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AudioComponent->SetSound(Sound);
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AudioComponent->Play();
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}
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void ALMWeaponBase::PlayAnimation(UAnimMontage* Animation)
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{
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UAnimInstance* AnimInstance = WeaponMesh->GetAnimInstance();
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if (Animation && AnimInstance)
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{
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AnimInstance->Montage_Play(Animation);
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}
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}
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@ -3,7 +3,7 @@
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#include "Weapon/LMWeaponManager.h"
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#include "Weapon/LMWeapon.h"
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#include "Weapon/LMWeaponBase.h"
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ULMWeaponManager::ULMWeaponManager()
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@ -18,17 +18,25 @@ void ULMWeaponManager::BeginPlay()
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void ULMWeaponManager::Initialize(USkeletalMeshComponent* Mesh)
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{
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SetWeaponMeshComponent(Mesh);
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for (auto Weapon : StartingWeapons)
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{
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if (Weapon)
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{
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ULMWeapon* Instance = NewObject<ULMWeapon>(this, Weapon);
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Weapons.Add(Instance);
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ArmsMesh = Mesh;
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Instance->Initialize(Mesh->GetRelativeLocation());
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}
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for (auto WeaponTemplate : StartingWeapons)
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{
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if (!WeaponTemplate)
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continue;
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ALMWeaponBase* Instance = GetWorld()->SpawnActor<ALMWeaponBase>(WeaponTemplate);
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 2.f, FColor::Blue, TEXT("Spawing"));
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Instance->SetActorHiddenInGame(true);
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Weapons.Add(Instance);
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FAttachmentTransformRules Rules = FAttachmentTransformRules(EAttachmentRule::SnapToTarget,
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EAttachmentRule::KeepRelative,
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EAttachmentRule::KeepRelative,
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false);
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Instance->AttachToComponent(ArmsMesh, Rules);
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}
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if (!Weapons.IsEmpty())
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@ -41,29 +49,23 @@ void ULMWeaponManager::AddAmmoType(EAmmoType AmmoType, int AmmoCount)
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{
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FString Debug = FString::Printf(TEXT("Adding %i ammo of type %i"), AmmoCount, AmmoType);
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GEngine->AddOnScreenDebugMessage(1, 1.f, FColor::Cyan, Debug);
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for (const auto Weapon : Weapons)
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{
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if (Weapon->WeaponDataStructure.AmmoType != AmmoType)
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continue;
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Weapon->AddAmmo(AmmoCount);
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}
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}
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void ULMWeaponManager::Fire()
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{
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ULMWeapon* Weapon = GetCurrentWeapon();
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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GEngine->AddOnScreenDebugMessage(2, 1.f, FColor::Cyan, "Fire");
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Weapon->Fire();
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Weapon->PrimaryFire();
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}
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void ULMWeaponManager::Reload()
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{
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GEngine->AddOnScreenDebugMessage(3, 1.f, FColor::Cyan, "Reloading");
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ULMWeapon* Weapon = GetCurrentWeapon();
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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Weapon->Reload();
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}
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@ -91,13 +93,8 @@ void ULMWeaponManager::SetWeapon(const int Index)
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return;
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}
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GetCurrentWeapon()->SetActorHiddenInGame(true);
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CurrentWeaponIndex = Index;
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if (WeaponMeshComponent)
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{
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5, FColor::Red, "Has Mesh");
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WeaponMeshComponent->SetSkeletalMeshAsset(GetCurrentWeapon()->WeaponDataStructure.MeshWeapon);
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}
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GetCurrentWeapon()->SetActorHiddenInGame(false);
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/Character.h"
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#include "LMPlayer.generated.h"
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@ -36,6 +37,18 @@ public:
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UFUNCTION(BlueprintCallable)
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void SetWeaponManager(ULMWeaponManager* Manager);
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UFUNCTION(BlueprintCallable)
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void PlayAnimation(UAnimMontage* Animation);
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UFUNCTION(BlueprintCallable)
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void FireBullets(const FLMBulletInfo Settings);
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UFUNCTION(BlueprintCallable)
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FVector GetWeaponFiringOrigin() const { return Camera->GetComponentLocation(); }
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UFUNCTION(BlueprintCallable)
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FVector GetAimVector() const { return Camera->GetForwardVector(); }
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private:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<ULMWeaponManager> WeaponManager;
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23
Source/LegumeMix/Public/Weapon/LMShotgun.h
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23
Source/LegumeMix/Public/Weapon/LMShotgun.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 "LMWeaponBase.h"
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#include "LMShotgun.generated.h"
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UCLASS()
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class LEGUMEMIX_API ALMShotgun : public ALMWeaponBase
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{
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GENERATED_BODY()
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public:
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ALMShotgun();
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virtual void Tick(float DeltaTime) override;
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virtual void PrimaryFire() override;
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private:
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/** The number of pellets fired by the shotgun. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta = (AllowPrivateAccess = true))
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int PelletCount = 8;
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};
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87
Source/LegumeMix/Public/Weapon/LMWeaponBase.h
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87
Source/LegumeMix/Public/Weapon/LMWeaponBase.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 "LMAmmo.h"
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#include "LMWeaponDataStructure.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "LMWeaponBase.generated.h"
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UCLASS()
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class LEGUMEMIX_API ALMWeaponBase : public AActor
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{
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GENERATED_BODY()
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public:
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ALMWeaponBase();
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virtual void BeginPlay() override;
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public:
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UFUNCTION(BlueprintCallable)
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virtual void Reload();
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UFUNCTION(BlueprintCallable)
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virtual void PrimaryFire();
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UFUNCTION(BlueprintCallable)
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void PlaySound(USoundWave* Sound, bool Replacing = false);
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UFUNCTION(BlueprintCallable)
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void PlayAnimation(UAnimMontage* Animation);
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/** The socket to attach the weapon to.
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* @return The socket.
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*/
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UFUNCTION(BlueprintCallable)
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FName GetAttachmentSocketName() const { return WeaponSocket; }
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protected: /* Weapon Data */
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/** The weapon static data. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta=(AllowPrivateAccess=true))
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FLMWeaponDataStructure Data;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Animations", meta=(AllowPrivateAccess=true))
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TObjectPtr<UAnimMontage> PrimaryFireAnimation;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Legumix|Animations", meta=(AllowPrivateAccess=true))
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TObjectPtr<UAnimMontage> ReloadAnimation;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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float Damage = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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FVector WeaponSpread = FVector::ZeroVector;
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/** The max distance (cm) between the origin and the target before doing minimal damage. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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float MaxDistance = 100000.f;
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/** The damage falloff distance in a 0-1 scale. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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FFloatCurve DamageFalloff;
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/** The type of ammo used by this weapon. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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EAmmoType AmmoType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Weapon", meta=(AllowPrivateAccess=true))
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int ClipAmmo;
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private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta=(AllowPrivateAccess=true))
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FDataTableRowHandle DataTableRow;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta=(AllowPrivateAccess=true))
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FName WeaponSocket;
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private: /* Components */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
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TObjectPtr<UAudioComponent> AudioComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
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TObjectPtr<USkeletalMeshComponent> WeaponMesh;
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};
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#include "LMWeaponManager.generated.h"
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class ALMWeaponBase;
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class ULMWeapon;
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UCLASS(Blueprintable, BlueprintType, ClassGroup="Legumix", meta=(BlueprintSpawnableComponent))
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UCLASS(Blueprintable, BlueprintType, ClassGroup=Legumix, meta=(BlueprintSpawnableComponent))
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class LEGUMEMIX_API ULMWeaponManager : public UActorComponent
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{
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GENERATED_BODY()
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public:
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ULMWeaponManager();
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void SetWeaponMeshComponent(USkeletalMeshComponent* Mesh) { WeaponMeshComponent = Mesh; }
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void SetArmsMesh(USkeletalMeshComponent* Mesh) { ArmsMesh = Mesh; }
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public:
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/**
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* Get the Weapon currently equipped.
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* @return The Current Weapon.
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*/
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UFUNCTION(BlueprintCallable, Category="Legumix")
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ULMWeapon* GetCurrentWeapon() { return Weapons[CurrentWeaponIndex]; }
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UFUNCTION(BlueprintCallable, Category=Legumix)
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ALMWeaponBase* GetCurrentWeapon() { return Weapons[CurrentWeaponIndex]; }
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UFUNCTION(BlueprintCallable, Category="Legumix")
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UFUNCTION(BlueprintCallable, Category=Legumix)
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void SetWeapon(int Index);
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UFUNCTION(BlueprintCallable, Category="Legumix")
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UFUNCTION(BlueprintCallable, Category=Legumix)
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void AddAmmoType(EAmmoType AmmoType, int AmmoCount);
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UFUNCTION(BlueprintCallable, Category="Legumix")
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UFUNCTION(BlueprintCallable, Category=Legumix)
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void Fire();
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UFUNCTION(BlueprintCallable, Category="Legumix")
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UFUNCTION(BlueprintCallable, Category=Legumix)
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void Reload();
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void SwitchWeapon(int Direction);
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@ -46,16 +47,16 @@ protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<USkeletalMeshComponent> WeaponMeshComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<USkeletalMeshComponent> ArmsMesh;
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/** The weapons the player starts with. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix", meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<ULMWeapon>> StartingWeapons;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<ALMWeaponBase>> StartingWeapons;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix", meta=(AllowPrivateAccess=true))
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TArray<TObjectPtr<ULMWeapon>> Weapons;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
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TArray<TObjectPtr<ALMWeaponBase>> Weapons;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix", meta=(AllowPrivateAccess=true))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta=(AllowPrivateAccess=true))
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int CurrentWeaponIndex = 0;
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};
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Block a user