Player Controller
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Project/Gasa.sln.DotSettings.user
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Project/Gasa.sln.DotSettings.user
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/CodeStyle/CodeFormatting/CppCodeStyle/OverridingFunctionStyle/@EntryValue">Override</s:String></wpf:ResourceDictionary>
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@ -9,13 +9,13 @@ class GASA_API AGasaCharacter : public ACharacter
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AGasaCharacter();
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#pragma region Combat
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#pragma region Combat
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UPROPERTY(EditAnywhere, Category="Combat")
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UPROPERTY(EditAnywhere, Category="Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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TObjectPtr<USkeletalMeshComponent> Weapon;
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#pragma endregion Combat
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#pragma endregion Combat
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AGasaCharacter();
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#pragma region Actor
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#pragma region Actor
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void BeginPlay() override;
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void BeginPlay() override;
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#pragma endregion Actor
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#pragma endregion Actor
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@ -13,6 +13,8 @@ public class Gasa : ModuleRules
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#region Engine
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#region Engine
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PrivateIncludePathModuleNames.AddRange(new string[] {
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PrivateIncludePathModuleNames.AddRange(new string[] {
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"Core",
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"Core",
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"Engine",
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"EnhancedInput",
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});
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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PrivateDependencyModuleNames.AddRange(new string[] {
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"Core",
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"Core",
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5
Project/Source/Gasa/GasaCommon.h
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Project/Source/Gasa/GasaCommon.h
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// #define private protected
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#include "CoreMinimal.h"
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class UInputMappingContext;
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#include "GasaPlayerController.h"
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#include "GasaPlayerController.h"
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputSubsystems.h"
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AGasaPlayerController::AGasaPlayerController()
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{
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bReplicates = true;
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}
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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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#pragma once
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#pragma once
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#include "GasaCommon.h"
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#include "GasaPlayerController.generated.h"
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#include "GasaPlayerController.generated.h"
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UCLASS(Blueprintable)
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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerController : public APlayerController
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class GASA_API AGasaPlayerController : public APlayerController
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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TObjectPtr<UInputMappingContext> IMC;
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AGasaPlayerController();
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void BeginPlay() override;
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};
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};
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