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https://github.com/Ed94/Cog.git
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hud initialization fixes
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@@ -2,15 +2,17 @@
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "CogSampleDamageEvent.h"
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#include "GameFramework/PlayerController.h"
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#include "CogSamplePlayerController.generated.h"
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class UCogSampleTargetAcquisition;
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class ACogSampleCharacter;
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//--------------------------------------------------------------------------------------------------------------------------
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCogSampleTargetChangedEventDelegate, ACogSamplePlayerController*, Controller, AActor*, NewTarget, AActor*, OldTarget);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCogSampleControlledCharacterChangedEventDelegate, ACogSamplePlayerController*, Controller, ACogSampleCharacter*, NewCharacter, ACogSampleCharacter*, OldCharacter);
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(config=Game)
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class ACogSamplePlayerController : public APlayerController
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@@ -23,22 +25,53 @@ public:
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virtual void BeginPlay() override;
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virtual void AcknowledgePossession(APawn* P);
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virtual void Tick(float DeltaSeconds) override;
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virtual void Tick(float DeltaSeconds);
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//----------------------------------------------------------------------------------------------------------------------
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// Control
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//----------------------------------------------------------------------------------------------------------------------
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virtual void OnPossess(APawn* NewPawn) override;
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virtual void AcknowledgePossession(APawn* NewPawn) override;
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UFUNCTION(BlueprintCallable)
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void ControlCharacter(ACogSampleCharacter* NewCharacter);
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UFUNCTION(BlueprintCallable)
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void ResetControlledPawn();
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UPROPERTY(BlueprintAssignable)
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FCogSampleControlledCharacterChangedEventDelegate OnControlledCharacterChanged;
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//----------------------------------------------------------------------------------------------------------------------
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// Targeting
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//----------------------------------------------------------------------------------------------------------------------
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void SetTarget(AActor* Value);
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AActor* GetTarget() const { return Target.Get(); }
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UPROPERTY(BlueprintAssignable)
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FCogSampleTargetChangedEventDelegate OnTargetChanged;
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UPROPERTY(BlueprintAssignable)
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FCogSampleDamageEventDelegate OnPawnDealtDamage;
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private:
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//----------------------------------------------------------------------------------------------------------------------
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// Control
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//----------------------------------------------------------------------------------------------------------------------
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UPROPERTY(BlueprintReadonly, meta = (AllowPrivateAccess = "true"))
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TWeakObjectPtr<ACogSampleCharacter> ControlledCharacter = nullptr;
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UPROPERTY(BlueprintReadonly, meta = (AllowPrivateAccess = "true"))
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TWeakObjectPtr<ACogSampleCharacter> InitialControlledCharacter = nullptr;
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//----------------------------------------------------------------------------------------------------------------------
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// Targeting
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//----------------------------------------------------------------------------------------------------------------------
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virtual void TickTargeting(float DeltaSeconds);
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UFUNCTION(Reliable, Server)
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void Server_SetTarget(AActor* Value);
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