remove unused code and comments
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@@ -27,21 +27,6 @@ void ACCharacter::ClientSideInit()
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CAbilitySystemComponent->InitAbilityActorInfo(this, this);
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CAbilitySystemComponent->InitAbilityActorInfo(this, this);
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}
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}
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void ACCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ACCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ACCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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UAbilitySystemComponent* ACCharacter::GetAbilitySystemComponent() const
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UAbilitySystemComponent* ACCharacter::GetAbilitySystemComponent() const
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{
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{
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return CAbilitySystemComponent;
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return CAbilitySystemComponent;
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@@ -6,9 +6,6 @@
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#include "Animation/AnimInstance.h"
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#include "Animation/AnimInstance.h"
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#include "CAnimInstance.generated.h"
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#include "CAnimInstance.generated.h"
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/**
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*
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*/
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UCLASS()
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UCLASS()
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class CRUNCH_API UCAnimInstance : public UAnimInstance
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class CRUNCH_API UCAnimInstance : public UAnimInstance
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{
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{
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@@ -42,12 +39,13 @@ public:
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UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
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UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
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FORCEINLINE float GetLookYawOffset() const { return LookRotOffset.Yaw; }
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FORCEINLINE float GetLookYawOffset() const { return LookRotOffset.Yaw; }
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UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
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UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
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FORCEINLINE float GetLookPitchOffset() const { return LookRotOffset.Pitch; }
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FORCEINLINE float GetLookPitchOffset() const { return LookRotOffset.Pitch; }
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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class ACharacter* OwnerCharacter;
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ACharacter* OwnerCharacter;
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UPROPERTY()
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UPROPERTY()
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class UCharacterMovementComponent* OwnerMovementComp;
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class UCharacterMovementComponent* OwnerMovementComp;
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UPROPERTY()
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UPROPERTY()
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@@ -16,19 +16,12 @@ public:
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ACCharacter();
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ACCharacter();
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void ServerSideInit();
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void ServerSideInit();
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void ClientSideInit();
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void ClientSideInit();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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/********************************************************************************************/
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/********************************************************************************************/
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/* Gameplay Ability */
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/* Gameplay Ability */
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/********************************************************************************************/
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/********************************************************************************************/
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public:
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public:
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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private:
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private:
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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class UCAbilitySystemComponent* CAbilitySystemComponent;
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class UCAbilitySystemComponent* CAbilitySystemComponent;
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@@ -48,5 +48,4 @@ private:
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FVector GetLookRightDir() const;
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FVector GetLookRightDir() const;
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FVector GetLookFwdDir() const;
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FVector GetLookFwdDir() const;
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FVector GetMoveFwdDir() const;
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FVector GetMoveFwdDir() const;
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};
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};
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@@ -15,6 +15,7 @@ class CRUNCH_API UCAbilitySystemComponent : public UAbilitySystemComponent
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public:
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public:
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void ApplyInitialEffects();
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void ApplyInitialEffects();
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private:
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private:
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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TArray<TSubclassOf<UGameplayEffect>> InitialEffects;
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TArray<TSubclassOf<UGameplayEffect>> InitialEffects;
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@@ -65,4 +65,3 @@ private:
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UFUNCTION()
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UFUNCTION()
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void OnRep_MaxMana(const FGameplayAttributeData& OldValue);
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void OnRep_MaxMana(const FGameplayAttributeData& OldValue);
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};
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};
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@@ -6,21 +6,16 @@
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerController.h"
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#include "CPlayerController.generated.h"
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#include "CPlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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UCLASS()
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class CRUNCH_API ACPlayerController : public APlayerController
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class CRUNCH_API ACPlayerController : 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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// Only called on the server
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnPossess(APawn* InPawn) override;
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// Only called on the client, also on the listening server
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virtual void AcknowledgePossession(class APawn* P) override;
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virtual void AcknowledgePossession(class APawn* P) override;
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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class ACPlayerCharacter* CPlayerCharacter;
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class ACPlayerCharacter* CPlayerCharacter;
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};
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};
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