mirror of
https://github.com/Ed94/Cog.git
synced 2026-07-20 23:46:49 +00:00
Code analysis pass
This commit is contained in:
@@ -7,7 +7,6 @@
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#include "CogAbilityConfig_Alignment.h"
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#include "CogImguiHelper.h"
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#include "CogWindow.h"
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#include "MeshPaintVisualize.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogAbilityCheat_Execution_ApplyEffect::Execute_Implementation(const UObject* WorldContextObject, const AActor* Instigator, const TArray<AActor*>& Targets) const
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@@ -86,62 +86,53 @@ FVector4f UCogAbilityConfig_Alignment::GetEffectModifierColor(float ModifierValu
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{
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switch (ModifierOp)
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{
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case EGameplayModOp::Additive:
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case EGameplayModOp::AddBase:
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case EGameplayModOp::AddFinal:
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{
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if (ModifierValue > 0.0f)
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{
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return PositiveColor;
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}
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{ return PositiveColor; }
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if (ModifierValue < 0.0f)
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{
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return NegativeColor;
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}
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break;
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{ return NegativeColor; }
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return NeutralColor;
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}
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case EGameplayModOp::Multiplicitive:
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case EGameplayModOp::MultiplyAdditive:
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case EGameplayModOp::MultiplyCompound:
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{
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if (ModifierValue > 1.0f)
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{
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return PositiveColor;
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}
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else if (ModifierValue < 1.0f)
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{
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return NegativeColor;
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}
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break;
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{ return PositiveColor; }
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if (ModifierValue < 1.0f)
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{ return NegativeColor; }
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return NeutralColor;
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}
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case EGameplayModOp::Division:
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case EGameplayModOp::DivideAdditive:
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{
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if (ModifierValue < 1.0f)
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{
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return PositiveColor;
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}
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{ return PositiveColor; }
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if (ModifierValue > 1.0f)
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{
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return NegativeColor;
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}
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break;
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{ return NegativeColor; }
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return NeutralColor;
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}
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case EGameplayModOp::Override:
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{
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if (ModifierValue > BaseValue)
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{
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return PositiveColor;
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}
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{ return PositiveColor; }
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if (ModifierValue < BaseValue)
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{
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return NegativeColor;
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}
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break;
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}
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}
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{ return NegativeColor; }
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return NeutralColor;
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return NeutralColor;
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}
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default: return NeutralColor;
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}
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}
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@@ -1,5 +1,6 @@
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#include "CogAbilityHelper.h"
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#include "CogAbilityDataAsset.h"
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#include "CogWindowWidgets.h"
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#include "GameplayTagContainer.h"
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#include "imgui.h"
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@@ -56,4 +57,17 @@ void FCogAbilityHelper::RenderTagContainer(
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ImGui::SameLine();
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityHelper::RenderConfigureMessage(const TWeakObjectPtr<const UCogAbilityDataAsset> InAsset)
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{
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if (InAsset == nullptr)
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{
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ImGui::Text("Create a DataAsset child of '%s' to configure. ", StringCast<ANSICHAR>(*UCogAbilityDataAsset::StaticClass()->GetName()).Get());
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}
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else
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{
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ImGui::Text("Can be configured in the '%s' DataAsset. ", StringCast<ANSICHAR>(*GetNameSafe(InAsset.Get())).Get());
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}
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}
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@@ -32,8 +32,7 @@ void FCogAbilityWindow_Abilities::RenderHelp()
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"This window displays the gameplay abilities of the selected actor. "
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"Click the ability check box to force its activation or deactivation. "
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"Right click an ability to open or close the ability separate window. "
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"Use the 'Give Ability' menu to manually give an ability from a list defined in the '%s' data asset. "
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, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get())));
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);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -185,12 +184,12 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesMenuFilters()
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Abilities::RenderAbilitiesMenuColorSettings()
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{
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ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Input Pressed Color", (float*)&Config->InputPressedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Active Color", &Config->ActiveAbilityColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Inactive Color", &Config->InactiveAbilityColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Color", &Config->BlockedAbilityColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Default Tag Color", &Config->DefaultTagsColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Blocked Tag Color", &Config->BlockedTagsColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Input Pressed Color", &Config->InputPressedColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -87,11 +87,11 @@ void FCogAbilityWindow_Attributes::RenderContent()
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ImGui::SetItemTooltip("Prefixes to remove from the attribute set name. Separate multiple prefixes with the semicolon character ';'");
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ImGui::Separator();
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ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("AttributeSet Color", (float*)&Config->AttributeSetColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Category Color", (float*)&Config->CategoryColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Positive Color", &AlignmentConfig->PositiveColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Negative Color", &AlignmentConfig->NegativeColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Neutral Color", &AlignmentConfig->NeutralColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("AttributeSet Color", &Config->AttributeSetColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Category Color", &Config->CategoryColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::Separator();
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if (ImGui::MenuItem("Reset"))
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{
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@@ -108,7 +108,7 @@ void FCogAbilityWindow_Attributes::RenderContent()
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const bool bGroupByAttributeSetValue = Filter.IsActive() == false && Config->ShowOnlyModified == false && Config->GroupByAttributeSet;
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const bool bGroupByCategoryValue = Filter.IsActive() == false && Config->ShowOnlyModified == false && Config->GroupByCategory;
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const float bShowGroup = bGroupByAttributeSetValue | bGroupByCategoryValue;
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const float FirstColWidth = ((int32)bGroupByAttributeSetValue + (int32)bGroupByCategoryValue) * ImGui::GetFontSize() * 2;
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const float FirstColWidth = (static_cast<int32>(bGroupByAttributeSetValue) + static_cast<int32>(bGroupByCategoryValue)) * ImGui::GetFontSize() * 2;
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if (ImGui::BeginTable("Attributes", 5, ImGuiTableFlags_SizingFixedFit
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| ImGuiTableFlags_Resizable
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@@ -5,7 +5,7 @@
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Cheats::RenderHelp()
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{
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ImGui::TextDisabled("This window is deprecated. Please use the CogEngineWindow_Cheat instead as it provide more functionnalities.");
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ImGui::TextDisabled("This window is deprecated. Please use the CogEngineWindow_Cheat instead as it provide more functionalities.");
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -53,9 +53,9 @@ void FCogAbilityWindow_Effects::RenderContent()
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ImGui::Checkbox("Sort by Alignment", &Config->SortByAlignment);
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ImGui::Separator();
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ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Positive Color", &AlignmentConfig->PositiveColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Negative Color", &AlignmentConfig->NegativeColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Neutral Color", &AlignmentConfig->NeutralColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::Separator();
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if (ImGui::MenuItem("Reset"))
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@@ -128,7 +128,6 @@ void FCogAbilityWindow_Effects::RenderEffectsTable()
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}
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}
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bool AlignmentOrder = false;
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if (Config->SortByAlignment && Asset != nullptr)
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{
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const FGameplayTagContainer& Tags1 = Effect1->GetAssetTags();
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@@ -3,6 +3,7 @@
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityHelper.h"
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#include "CogImguiHelper.h"
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#include "CogWindowWidgets.h"
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#include "imgui_internal.h"
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@@ -18,11 +19,8 @@ void FCogAbilityWindow_Pools::Initialize()
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Pools::RenderHelp()
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{
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ImGui::Text(
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"This window displays attributes of the selected actor as pools. "
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"The pools can be configured in the '%s' data asset."
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, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get()))
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);
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ImGui::Text("This window displays attributes of the selected actor as pools. ");
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FCogAbilityHelper::RenderConfigureMessage(Asset);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -87,13 +85,13 @@ void FCogAbilityWindow_Pools::DrawPool(const UAbilitySystemComponent* AbilitySys
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//-------------------------------------------------------------------------------------------
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// Use a different format base on max value for all pools to be nicely aligned at the center
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//-------------------------------------------------------------------------------------------
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const char* format = nullptr;
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if (Max >= 100) { format = "%3.0f / %3.0f"; } // |200 / 200| |__1 / 200| 3 characters with 0 floating point
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else if (Max >= 10) { format = "%4.1f / %4.1f"; } // |20.0 / 20.0| |_1.1 / 20.0| 4 characters with 1 floating point
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else { format = "%3.2f / %3.2f"; } // |2.00 / 2.00| |1.11 / 2.00| 3 characters with 2 floating points
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const char* Format;
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if (Max >= 100) { Format = "%3.0f / %3.0f"; } // |200 / 200| |__1 / 200| 3 characters with 0 floating point
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else if (Max >= 10) { Format = "%4.1f / %4.1f"; } // |20.0 / 20.0| |_1.1 / 20.0| 4 characters with 1 floating point
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else { Format = "%3.2f / %3.2f"; } // |2.00 / 2.00| |1.11 / 2.00| 3 characters with 2 floating points
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char Buffer[64];
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ImFormatString(Buffer, IM_ARRAYSIZE(Buffer), format, Value, Max);
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ImFormatString(Buffer, IM_ARRAYSIZE(Buffer), Format, Value, Max);
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const float Ratio = Max > 0.0f ? Value / Max : 0.0f;
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@@ -145,7 +145,7 @@ void FCogAbilityWindow_Tags::RenderTag(const UAbilitySystemComponent& AbilitySys
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{
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if (ImGui::BeginTable("Tag", 2, ImGuiTableFlags_Borders))
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{
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const ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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ImGui::TableSetupColumn("Property");
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ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch);
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@@ -27,9 +27,9 @@ void FCogAbilityWindow_Tasks::RenderHelp()
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Tasks::RenderTick(float DetlaTime)
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void FCogAbilityWindow_Tasks::RenderTick(float DeltaTime)
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{
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Super::RenderTick(DetlaTime);
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Super::RenderTick(DeltaTime);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -74,11 +74,11 @@ void FCogAbilityWindow_Tasks::RenderTaskMenu(AActor* Selection)
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ImGui::Separator();
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ImGui::ColorEdit4("Uninitialized Color", (float*)&Config->UninitializedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Awaiting Activation Color", (float*)&Config->AwaitingActivationColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Paused Color", (float*)&Config->PausedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Finished Color", (float*)&Config->FinishedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Uninitialized Color", &Config->UninitializedColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Awaiting Activation Color", &Config->AwaitingActivationColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Active Color", &Config->ActiveColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Paused Color", &Config->PausedColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Finished Color", &Config->FinishedColor.X, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::Separator();
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@@ -102,8 +102,6 @@ void FCogAbilityWindow_Tasks::RenderTasksTable(UAbilitySystemComponent& AbilityS
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TArray<const UGameplayTask*> FilteredTasks;
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FilteredTasks.Reserve(16);
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const AActor* Selection = GetSelection();
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for (FConstGameplayTaskIterator it = AbilitySystemComponent.GetKnownTaskIterator(); it; ++it)
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{
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const UGameplayTask* Task = Cast<const UGameplayTask>(*it);
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@@ -311,7 +309,7 @@ void FCogAbilityWindow_Tasks::RenderTaskInfo(const UGameplayTask* Task)
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Priority");
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ImGui::TableNextColumn();
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ImGui::Text("%d", (int32)Task->GetPriority());
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ImGui::Text("%d", static_cast<int32>(Task->GetPriority()));
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//------------------------
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// IsTicking
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@@ -1,6 +1,7 @@
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityHelper.h"
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#include "CogAbilityReplicator.h"
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#include "CogImguiHelper.h"
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#include "CogWindowWidgets.h"
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@@ -20,10 +21,10 @@ void FCogAbilityWindow_Tweaks::RenderHelp()
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{
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ImGui::Text(
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"This window can be used to apply tweaks to all the loaded actors. "
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"The tweaks are used to test various gameplay settings by actor category. "
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"The tweaks can be configured in the '%s' data asset. "
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, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get()))
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"Tweaks are used to test various gameplay settings by actor category. "
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);
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FCogAbilityHelper::RenderConfigureMessage(Asset);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -3,7 +3,6 @@
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#include "CoreMinimal.h"
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#include "imgui.h"
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class UCogAbilityDataAsset;
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class UGameplayEffect;
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namespace EGameplayModOp { enum Type : int; }
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@@ -25,5 +24,6 @@ public:
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const bool Inline = false,
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const ImVec4& DefaultColor = ImVec4(0.4f, 0.4f, 0.4f, 1.0f),
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const ImVec4& MatchColor = ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
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static void RenderConfigureMessage(TWeakObjectPtr<const UCogAbilityDataAsset> InAsset);
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};
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@@ -1,7 +1,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "CogWindow.h"
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class UCogAbilityDataAsset;
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@@ -47,7 +47,7 @@ class COGABILITY_API FCogAbilityWindow_OwnedTags : public FCogAbilityWindow_Tags
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virtual void RenderHelp() override;
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virtual void GetTagContainer(FGameplayTagContainer& TagContainer);
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virtual void GetTagContainer(FGameplayTagContainer& TagContainer) override;
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};
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@@ -60,7 +60,7 @@ class COGABILITY_API FCogAbilityWindow_BlockedTags : public FCogAbilityWindow_Ta
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virtual void RenderHelp() override;
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virtual void GetTagContainer(FGameplayTagContainer& TagContainer);
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virtual void GetTagContainer(FGameplayTagContainer& TagContainer) override;
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};
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -21,7 +21,7 @@ protected:
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virtual void RenderHelp() override;
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virtual void RenderTick(float DetlaTime) override;
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virtual void RenderTick(float DeltaTime) override;
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virtual void RenderContent() override;
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@@ -25,5 +25,5 @@ protected:
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private:
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset;
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};
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Reference in New Issue
Block a user