Section 13 complete, Damage numbers, added Block chance and Critical Hit chance
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@@ -49,7 +49,7 @@ void UAuraAbilitySystemLibrary::InitializeDefaultAttributes(const UObject* World
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const AActor* AvatarActor = ASC->GetAvatarActor();
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UCharacterClassInfo* CharacterClassInfo = AuraGameMode->CharacterClassInfo;
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UCharacterClassInfo* CharacterClassInfo = GetCharacterClassInfo((WorldContextObject));
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const FCharacterClassDefaultInfo ClassDefaultInfo = CharacterClassInfo->GetClassDefaultInfo(CharacterClass);
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FGameplayEffectContextHandle PrimaryAttributesContextHandle = ASC->MakeEffectContext();
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@@ -70,11 +70,7 @@ void UAuraAbilitySystemLibrary::InitializeDefaultAttributes(const UObject* World
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void UAuraAbilitySystemLibrary::GiveStartupAbilities(const UObject* WorldContextObject, UAbilitySystemComponent* ASC)
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{
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AAuraGameMode* AuraGameMode = Cast<AAuraGameMode>(UGameplayStatics::GetGameMode(WorldContextObject));
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if (AuraGameMode == nullptr) return;
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UCharacterClassInfo* CharacterClassInfo = AuraGameMode->CharacterClassInfo;
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UCharacterClassInfo* CharacterClassInfo = GetCharacterClassInfo((WorldContextObject));
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for (TSubclassOf<UGameplayAbility> AbilityClass : CharacterClassInfo->CommonAbilities)
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{
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FGameplayAbilitySpec AbilitySpec = FGameplayAbilitySpec(AbilityClass, 1);
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@@ -83,3 +79,10 @@ void UAuraAbilitySystemLibrary::GiveStartupAbilities(const UObject* WorldContext
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}
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UCharacterClassInfo* UAuraAbilitySystemLibrary::GetCharacterClassInfo(const UObject* WorldContextObject)
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{
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AAuraGameMode* AuraGameMode = Cast<AAuraGameMode>(UGameplayStatics::GetGameMode(WorldContextObject));
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if (AuraGameMode == nullptr) return nullptr;
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return AuraGameMode->CharacterClassInfo;
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}
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