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First Submit
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#pragma once
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#include "CoreMinimal.h"
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#include "CogDefines.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "CogSampleCharacterMovementComponent.generated.h"
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS()
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class UCogSampleCharacterMovementComponent : public UCharacterMovementComponent
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{
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GENERATED_BODY()
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class FCogSampleSavedMove : public FSavedMove_Character
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{
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public:
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typedef FSavedMove_Character Super;
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///@brief Resets all saved variables.
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virtual void Clear() override;
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///@brief Store input commands in the compressed flags.
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virtual uint8 GetCompressedFlags() const override;
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///@brief This is used to check whether or not two moves can be combined into one.
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///Basically you just check to make sure that the saved variables are the same.
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virtual bool CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* Character, float MaxDelta) const override;
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///@brief Sets up the move before sending it to the server.
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virtual void SetMoveFor(ACharacter* Character, float InDeltaTime, FVector const& NewAccel, class FNetworkPredictionData_Client_Character& ClientData) override;
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///@brief Sets variables on character movement component before making a predictive correction.
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virtual void PrepMoveFor(class ACharacter* Character) override;
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// Sprint
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uint8 SavedRequestSprint : 1;
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};
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class FCogSampleNetworkPredictionData_Client : public FNetworkPredictionData_Client_Character
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{
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public:
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FCogSampleNetworkPredictionData_Client(const UCharacterMovementComponent& ClientMovement);
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typedef FNetworkPredictionData_Client_Character Super;
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///@brief Allocates a new copy of our custom saved move
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virtual FSavedMovePtr AllocateNewMove() override;
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};
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public:
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virtual void BeginPlay() override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual float GetMaxSpeed() const override;
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virtual float GetMaxAcceleration() const override;
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virtual FRotator GetDeltaRotation(float DeltaTime) const;
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virtual void UpdateFromCompressedFlags(uint8 Flags) override;
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virtual class FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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virtual bool ClientUpdatePositionAfterServerUpdate() override;
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UFUNCTION(BlueprintCallable)
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void StartSprinting();
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UFUNCTION(BlueprintCallable)
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void StopSprinting();
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private:
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bool bIsSprinting = false;
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#if USE_COG
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FVector DebugLastBottomLocation = FVector::ZeroVector;
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FVector DebugLastVelocity = FVector::ZeroVector;
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bool DebugIsPositionCorrected = false;
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#endif //USE_COG
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};
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