183 - Frame Package
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@ -6,6 +6,7 @@
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#include "Blaster/Blaster.h"
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#include "Blaster/Components/BuffComponent.h"
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#include "Blaster/Components/CombatComponent.h"
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#include "Blaster/Components/LagCompensationComponent.h"
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#include "Blaster/GameMode/BlasterGameMode.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Blaster/PlayerState/BlasterPlayerState.h"
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@ -45,6 +46,8 @@ ABlasterCharacter::ABlasterCharacter()
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Combat = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
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Combat->SetIsReplicated(true);
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LagCompensation = CreateDefaultSubobject<ULagCompensationComponent>(TEXT("LagCompensation"));
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Buff = CreateDefaultSubobject<UBuffComponent>(TEXT("BuffComponent"));
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Buff->SetIsReplicated(true);
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@ -336,6 +339,14 @@ void ABlasterCharacter::PostInitializeComponents()
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Buff->SetInitialSpeeds(GetCharacterMovement()->MaxWalkSpeed, GetCharacterMovement()->MaxWalkSpeedCrouched);
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Buff->SetInitialJumpVelocity(GetCharacterMovement()->JumpZVelocity);
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}
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if (LagCompensation)
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{
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LagCompensation->Character = this;
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if (Controller)
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{
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LagCompensation->Controller = Cast<ABlasterPlayerController>(Controller);
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}
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}
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}
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void ABlasterCharacter::PlayFireMontage(bool bAiming)
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@ -150,12 +150,17 @@ private:
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UFUNCTION()
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void OnRep_OverlappingWeapon(AWeapon* LastWeapon);
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// Blaster Components
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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class UCombatComponent* Combat;
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UPROPERTY(VisibleAnywhere)
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class UBuffComponent* Buff;
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UPROPERTY(VisibleAnywhere)
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class ULagCompensationComponent* LagCompensation;
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UFUNCTION(Server, Reliable)
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void ServerEquipButtonPressed();
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@ -3,9 +3,35 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Components/ActorComponent.h"
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#include "LagCompensationComponent.generated.h"
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USTRUCT(BlueprintType)
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struct FBoxInformation
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{
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GENERATED_BODY()
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UPROPERTY()
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FVector Location;
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UPROPERTY()
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FRotator Rotation;
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UPROPERTY()
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FVector BoxExtend;
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};
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USTRUCT(BlueprintType)
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struct FFramePackage
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{
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GENERATED_BODY()
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UPROPERTY()
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float Time;
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TMap<FName, FBoxInformation> HitBoxInfo;
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};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLASTER_API ULagCompensationComponent : public UActorComponent
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@ -14,12 +40,19 @@ class BLASTER_API ULagCompensationComponent : public UActorComponent
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public:
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ULagCompensationComponent();
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friend ABlasterCharacter;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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protected:
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virtual void BeginPlay() override;
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public:
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private:
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UPROPERTY()
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ABlasterCharacter* Character;
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UPROPERTY()
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ABlasterPlayerController* Controller;
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};
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