73. Player Level and Combat Interface
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@ -1,5 +1,7 @@
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#include "GasaPlayerState.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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#include "GasaGameInstance.h"
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#include "GasaPlayerController.h"
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@ -10,6 +12,8 @@ AGasaPlayerState::AGasaPlayerState()
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{
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bAutoAbilitySystem = true;
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Level = 1;
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AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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@ -20,6 +24,11 @@ AGasaPlayerState::AGasaPlayerState()
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NetUpdateFrequency = 100.f;
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}
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void AGasaPlayerState::Client_OnRep_Level(int32 OldPlayerLevel)
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{
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}
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#pragma region GameFramework
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void AGasaPlayerState::OnGameFrameworkInitialized()
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{
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@ -87,6 +96,6 @@ void AGasaPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Out
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AGasaPlayerState, Level);
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}
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#pragma endregion UObject
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include "AbilitySystemInterface.h"
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@ -17,6 +17,12 @@ class GASA_API AGasaPlayerState : public APlayerState
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public:
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AGasaPlayerState();
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UPROPERTY(EditAnywhere, ReplicatedUsing="Client_OnRep_Level", Category="Gameplay")
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int32 PlayerLevel;
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UFUNCTION()
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void Client_OnRep_Level(int32 OldLevel);
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#pragma region Ability System
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UPROPERTY(EditAnywhere, Category="Ability System")
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bool bAutoAbilitySystem;
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