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synced 2026-06-13 08:02:23 -07:00
Make the damage window more generic
The goal was to handle gameplay event other than damage, such as heals. Renamed it to metric.
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@@ -348,13 +348,11 @@ void ACogSampleCharacter::Look(const FInputActionValue& Value)
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void ACogSampleCharacter::OnDamageReceived(float ReceivedDamage, float IncomingDamage, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec)
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{
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#if USE_COG
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FCogInterfaceDamageParams Params;
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Params.Type = ECogInterfaceDamageEventType::DamageReceived;
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Params.MitigatedDamage = ReceivedDamage;
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Params.IncomingDamage = IncomingDamage;
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Params.DamageDealer = DamageDealer;
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Params.DamageReceiver = this;
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OnDamageEventDelegate.Broadcast(Params);
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FCogInterfaceMetricEventParams Params;
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Params.Name = "Damage Received";
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Params.MitigatedValue = ReceivedDamage;
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Params.UnmitigatedValue = IncomingDamage;
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OnMetricEventDelegate.Broadcast(Params);
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#endif //USE_COG
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}
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@@ -362,13 +360,11 @@ void ACogSampleCharacter::OnDamageReceived(float ReceivedDamage, float IncomingD
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void ACogSampleCharacter::OnDamageDealt(float ReceivedDamage, float IncomingDamage, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec)
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{
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#if USE_COG
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FCogInterfaceDamageParams Params;
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Params.Type = ECogInterfaceDamageEventType::DamageDealt;
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Params.MitigatedDamage = ReceivedDamage;
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Params.IncomingDamage = IncomingDamage;
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Params.DamageDealer = this;
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Params.DamageReceiver = DamageReceiver;
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OnDamageEventDelegate.Broadcast(Params);
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FCogInterfaceMetricEventParams Params;
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Params.Name = "Damage Dealt";
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Params.MitigatedValue = ReceivedDamage;
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Params.UnmitigatedValue = IncomingDamage;
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OnMetricEventDelegate.Broadcast(Params);
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#endif //USE_COG
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}
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