Finished Course
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@ -1,8 +1,8 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype
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EditorStartupMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype
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GameDefaultMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple
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EditorStartupMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple
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GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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@ -111,3 +111,53 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu
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MinDeltaVelocityForHitEvents=0.000000
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ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
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[/Script/NavigationSystem.RecastNavMesh]
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bDrawPolyEdges=False
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bDistinctlyDrawTilesBeingBuilt=True
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DrawOffset=10.000000
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bFixedTilePoolSize=False
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TilePoolSize=1024
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TileSizeUU=1000.000000
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CellSize=19.000000
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CellHeight=36.000000
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NavMeshResolutionParams[0]=(CellSize=38.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
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NavMeshResolutionParams[1]=(CellSize=19.000000,CellHeight=36.000000,AgentMaxStepHeight=60.000000)
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NavMeshResolutionParams[2]=(CellSize=19.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
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AgentRadius=34.000000
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AgentHeight=144.000000
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AgentMaxSlope=44.000000
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AgentMaxStepHeight=35.000000
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MinRegionArea=0.000000
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MergeRegionSize=400.000000
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MaxSimplificationError=1.300000
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MaxSimultaneousTileGenerationJobsCount=1024
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TileNumberHardLimit=1048576
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DefaultDrawDistance=5000.000000
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DefaultMaxSearchNodes=2048.000000
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DefaultMaxHierarchicalSearchNodes=2048.000000
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RegionPartitioning=Watershed
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LayerPartitioning=Watershed
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RegionChunkSplits=2
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LayerChunkSplits=2
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bSortNavigationAreasByCost=True
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bIsWorldPartitioned=False
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bPerformVoxelFiltering=True
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bMarkLowHeightAreas=False
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bUseExtraTopCellWhenMarkingAreas=True
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bFilterLowSpanSequences=False
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bFilterLowSpanFromTileCache=False
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bDoFullyAsyncNavDataGathering=False
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bUseBetterOffsetsFromCorners=True
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bStoreEmptyTileLayers=False
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bUseVirtualFilters=True
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bUseVirtualGeometryFilteringAndDirtying=False
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bAllowNavLinkAsPathEnd=False
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TimeSliceFilterLedgeSpansMaxYProcess=13
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TimeSliceLongDurationDebug=0.002000
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InvokerTilePriorityBumpDistanceThresholdInTileUnits=1
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InvokerTilePriorityBumpIncrease=1
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bUseVoxelCache=False
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TileSetUpdateInterval=1.000000
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HeuristicScale=0.999000
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VerticalDeviationFromGroundCompensation=0.000000
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@ -97,6 +97,7 @@ DoubleClickTime=0.200000
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+ActionMappings=(ActionName="3Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three)
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+ActionMappings=(ActionName="4Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four)
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+ActionMappings=(ActionName="5Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five)
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+ActionMappings=(ActionName="Quit",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY)
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@ -80,8 +80,8 @@ AShooterCharacter::AShooterCharacter() :
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EquipSoundResetTime(0.2f),
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// Icon animation property
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HighlightedSlot(-1),
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Health(100.f),
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MaxHealth(100.f),
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Health(80.f),
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MaxHealth(80.f),
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StunChance(.25f),
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bDying(false)
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{
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@ -206,6 +206,8 @@ void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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PlayerInputComponent->BindAction("3Key", IE_Pressed, this, &AShooterCharacter::Key3Pressed);
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PlayerInputComponent->BindAction("4Key", IE_Pressed, this, &AShooterCharacter::Key4Pressed);
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PlayerInputComponent->BindAction("5Key", IE_Pressed, this, &AShooterCharacter::Key5Pressed);
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PlayerInputComponent->BindAction("Quit", IE_Pressed, this, &AShooterCharacter::QuitPressed);
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}
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float AShooterCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
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ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5);
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}
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void AShooterCharacter::QuitPressed()
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{
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UKismetSystemLibrary::QuitGame(GetWorld(), Cast<APlayerController>(GetController()), EQuitPreference::Quit, false);
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}
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void AShooterCharacter::ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex)
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{
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if (bDying) return;
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if (bDying) return;
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if (!EquippedWeapon) return;
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if (CombatState != ECombatState::ECS_Unoccupied) return;
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if (!WeaponHasAmmo()) return;
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if (!WeaponHasAmmo())
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{
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ReloadWeapon();
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}
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PlayFireSound();
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SendBullet();
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@ -212,6 +212,8 @@ protected:
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void Key3Pressed();
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void Key4Pressed();
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void Key5Pressed();
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void QuitPressed();
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void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex);
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@ -525,6 +527,8 @@ private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
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UAnimMontage* DeathMontage;
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/** When the Character health is 0 and dying animation started */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true))
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bool bDying;
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public:
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/* Returns CameraBoom SubObject */
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