2024-04-12 13:30:01 -07:00
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#include "GasaPlayerController.h"
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2024-04-13 08:56:19 -07:00
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#include "AbilitySystemComponent.h"
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2024-04-12 13:30:01 -07:00
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#include "Engine/LocalPlayer.h"
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2024-04-12 14:53:47 -07:00
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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2024-04-21 06:51:51 -07:00
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#include "GasaDevOptions.h"
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#include "GasaPlayerState.h"
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#include "Actors/CameraMount.h"
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#include "Camera/CameraComponent.h"
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#include "Characters/GasaCharacter.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetSystemLibrary.h"
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2024-04-12 13:30:01 -07:00
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2024-04-21 06:51:51 -07:00
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using namespace Gasa;
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2024-04-12 13:30:01 -07:00
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AGasaPlayerController::AGasaPlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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bAutoManageActiveCameraTarget = false;
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// Replication
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bReplicates = true;
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}
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2024-04-21 06:51:51 -07:00
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#pragma region Input
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void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
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{
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APawn* pawn = GetPawn<APawn>();
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if (pawn == nullptr )
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return;
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2024-04-21 06:51:51 -07:00
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2024-04-12 16:55:34 -07:00
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// Note(Ed): I did the follow optimization for practice, they are completely unnecessary for this context.
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#if 0
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FVector2D AxisV = ActionValue.Get<FVector2D>();
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FRotator ControlRot = GetControlRotation();
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FRotator YawRot = FRotator(0.f, ControlRot.Yaw, 0.f);
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FVector FwdDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::X);
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FVector RightDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::Y);
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PPawn->AddMovementInput(FwdDir, AxisV.Y);
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PPawn->AddMovementInput(RightDir, AxisV.X);
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#else
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FVector2f AxisV = FVector2f(ActionValue.Get<FVector2D>());
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FQuat4f // FQuat isomorphic to FRotor (Hypothetical Def)
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ControlRotor = FQuat4f(GetControlRotation().Quaternion());
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// ControlRotor.Normalize(); // The Quaternion should always be a versor with UE...
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FVector3f HorizontalForward = ControlRotor.RotateVector(FVector3f::ForwardVector);
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// HorizontalForward.Normalize();
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// TODO(Ed): Profile which is faster just to know... (atan2 vs FindBetweenVectors)
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// HorizontalForward.Z = 0;
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// FQuat4f
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// YawRotor = FQuat4f::FindBetweenVectors(FVector3f::ForwardVector, HorizontalForward);
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// YawRotor.Normalize(); // The Quaternion should always be a versor with UE...
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// Need only one axis of rotation so this might be a possible optimization
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float YawAngle = FMath::Atan2(HorizontalForward.Y, HorizontalForward.X);
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FQuat4f YawRotor = FQuat4f(FVector3f::UpVector, YawAngle);
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// Rotate the combined input by the yaw rotor to get the movement direction
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FVector MoveDir = (FVector) YawRotor.RotateVector( FVector3f(AxisV.Y, AxisV.X, 0.f));
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pawn->AddMovementInput( MoveDir );
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#endif
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}
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#pragma endregion Input
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#pragma region PlayerController
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void AGasaPlayerController::SpawnDefaultHUD()
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{
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Super::SpawnDefaultHUD();
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}
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void AGasaPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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Cam->AttachToActor(InPawn, FAttachmentTransformRules::KeepRelativeTransform);
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AGasaPlayerState* PS = GetPlayerState();
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AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
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// Net Owner setup ability system
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if (0)
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{
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character->AbilitySystem = PS->AbilitySystem;
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character->Attributes = PS->Attributes;
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character->AbilitySystem->InitAbilityActorInfo(PS, character);
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}
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}
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void AGasaPlayerController::OnUnPossess()
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{
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Super::OnUnPossess();
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}
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2024-04-12 19:05:09 -07:00
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void AGasaPlayerController::PlayerTick(float DeltaTime)
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{
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Super::PlayerTick(DeltaTime);
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// Cursor Trace
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for (int32 do_once = 0; do_once != 1; ++ do_once)
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{
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FHitResult CursorHit;
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GetHitResultUnderCursor(ECC_Pawn, false, CursorHit);
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if (! CursorHit.bBlockingHit)
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break;
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HoverPrev = HoverCurr;
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HoverCurr = Cast<AGasaCharacter>(CursorHit.GetActor());
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if (HoverPrev == nullptr)
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{
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// We didn't have a prev to de-highlight so we just need to highlight newly detected character.
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if (HoverCurr)
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HoverCurr->Highlight();
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// No matter what we need to not go to the next case as there is no previous.
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break;
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}
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//else Previous is valid...
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// We are no longer hovering the previous with no new character, we just need to de-highlight previous.
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if ( HoverCurr == nullptr )
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HoverPrev->Dehighlight();
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// We had a prev and curr change between frames. They both don't match; we need to switch highlighting.
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else if ( HoverPrev != HoverCurr )
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{
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HoverPrev->Dehighlight();
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HoverCurr->Highlight();
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}
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}
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}
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2024-04-12 14:53:47 -07:00
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void AGasaPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent*
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EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
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{
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EIC->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ThisClass::Move);
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}
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}
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#pragma endregion PlayerController
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#pragma region Actor
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void AGasaPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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check(IMC);
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UEnhancedInputLocalPlayerSubsystem*
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EILP_Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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check(EILP_Subsystem);
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EILP_Subsystem->AddMappingContext(IMC, 0);
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{
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bShowMouseCursor = true;
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DefaultMouseCursor = EMouseCursor::Default;
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FInputModeGameAndUI MouseMode;
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MouseMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
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MouseMode.SetHideCursorDuringCapture(false);
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SetInputMode(MouseMode);
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}
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}
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void AGasaPlayerController::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Cam = GetWorld()->SpawnActor<ACameraMount>(GetDevOptions()->Template_PlayerCamera.Get(), FActorSpawnParameters() );
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SetViewTarget(Cam);
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}
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void AGasaPlayerController::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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#if 0
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switch (HighlightState)
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{
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case EHighlight::Disabled:
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break;
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case EHighlight::Enabled:
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{
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UCapsuleComponent* Capsule = GetCapsuleComponent();
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UKismetSystemLibrary::DrawDebugCapsule(this
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, Capsule->GetComponentLocation()
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, Capsule->GetScaledCapsuleHalfHeight()
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, Capsule->GetScaledCapsuleRadius()
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, Capsule->GetComponentRotation()
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, HighlightColor
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, 0.f
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, 1.f
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);
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}
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break;
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}
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#endif
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}
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#pragma endregion Actor
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