Don't drink and code.
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@@ -4,6 +4,7 @@
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystemBlueprintLibrary.h"
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#include "AudioMixerBlueprintLibrary.h"
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#include "GameplayEffectExtension.h"
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#include "GameFramework/Character.h"
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#include "Net/UnrealNetwork.h"
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@@ -129,12 +130,23 @@ void UAuraAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallba
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if (Data.EvaluatedData.Attribute == GetHealthAttribute())
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{
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SetHealth(FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
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UE_LOG(LogTemp, Warning, TEXT("Changed Health on %s, Health: %f"), *Props.TargetAvatarActor->GetName(), GetHealth());
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//UE_LOG(LogTemp, Warning, TEXT("Changed Health on %s, Health: %f"), *Props.TargetAvatarActor->GetName(), GetHealth());
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}
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if (Data.EvaluatedData.Attribute == GetManaAttribute())
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{
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SetMana(FMath::Clamp(GetMana(), 0.f, GetMaxMana()));
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}
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if (Data.EvaluatedData.Attribute == GetIncomingDamageAttribute())
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{
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const float LocalIncomingDamage = GetIncomingDamage();
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SetIncomingDamage(0.f);
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if (LocalIncomingDamage > 0.f)
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{
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const float NewHealth = GetHealth()-LocalIncomingDamage;
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SetHealth(FMath::Clamp(NewHealth, 0, GetMaxHealth()));
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const bool bFatal = NewHealth <= 0;
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}
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}
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}
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/*On_Rep for each stat
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