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Add target acquisition in the sample
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@@ -4,7 +4,7 @@
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#include "CogDefines.h"
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#if USE_COG
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#include "CogDebugLogCategoryManager.h"
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#include "CogDebugLog.h"
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#endif //USE_COG
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DEFINE_LOG_CATEGORY(LogCogAlways);
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@@ -15,22 +15,24 @@ DEFINE_LOG_CATEGORY(LogCogRotation);
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DEFINE_LOG_CATEGORY(LogCogControlRotation);
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DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
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DEFINE_LOG_CATEGORY(LogCogSkeleton);
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DEFINE_LOG_CATEGORY(LogCogTargetAcquisition);
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namespace CogSampleLog
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{
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void RegiterAllLogCategories()
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{
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#if USE_COG
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FCogDebugLogCategoryManager::AddLogCategory(LogCogAlways, "Always", false);
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FCogDebugLogCategoryManager::AddLogCategory(LogAbilitySystem, "Ability System");
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FCogDebugLogCategoryManager::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogCollision, "Collision");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogInput, "Input");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogPosition, "Position");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogRotation, "Rotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogControlRotation, "ControlRotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogSkeleton, "Skeleton");
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FCogDebugLog::AddLogCategory(LogCogAlways, "Always", false);
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FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System");
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FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
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FCogDebugLog::AddLogCategory(LogCogCollision, "Collision");
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FCogDebugLog::AddLogCategory(LogCogInput, "Input");
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FCogDebugLog::AddLogCategory(LogCogPosition, "Position");
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FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation");
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FCogDebugLog::AddLogCategory(LogCogControlRotation, "ControlRotation");
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FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation");
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FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton");
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FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition");
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#endif //USE_COG
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}
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}
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