blaster/Source/Blaster/PlayerState/BlasterPlayerState.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BlasterPlayerState.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Net/UnrealNetwork.h"
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void ABlasterPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABlasterPlayerState, Defeats);
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DOREPLIFETIME(ABlasterPlayerState, Team);
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}
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void ABlasterPlayerState::IncreaseScore(float ScoreAmount)
{
SetScore(GetScore() + ScoreAmount);
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
{
Controller->SetHUDScore(GetScore());
}
}
}
void ABlasterPlayerState::OnRep_Score()
{
Super::OnRep_Score();
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
{
Controller->SetHUDScore(GetScore());
}
}
}
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void ABlasterPlayerState::IncreaseDefeats(int32 DefeatsAmount)
{
Defeats += DefeatsAmount;
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
{
Controller->SetHUDDefeats(Defeats);
}
}
}
void ABlasterPlayerState::OnRep_Defeats()
{
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Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
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if (Character)
{
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
{
Controller->SetHUDDefeats(Defeats);
}
}
}
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void ABlasterPlayerState::SetTeam(ETeam TeamToSet)
{
Team = TeamToSet;
ABlasterCharacter* BCharacter = Cast<ABlasterCharacter>(GetPawn());
if (BCharacter)
{
BCharacter->SetTeamColor(Team);
}
}
void ABlasterPlayerState::OnRep_Team()
{
ABlasterCharacter* BCharacter = Cast<ABlasterCharacter>(GetPawn());
if (BCharacter)
{
BCharacter->SetTeamColor(Team);
}
}