Section 13 complete, Damage numbers, added Block chance and Critical Hit chance
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@@ -30,6 +30,30 @@ UAnimMontage* AAuraCharacterBase::GetHitReactMontage_Implementation()
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return HitReactMontage;
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}
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void AAuraCharacterBase::Die()
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{
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Weapon->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepWorld, true));
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MulticastHandleDeath();
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}
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void AAuraCharacterBase::MulticastHandleDeath_Implementation()
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{
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Weapon->SetSimulatePhysics(true);
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Weapon->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
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Weapon->SetEnableGravity(true);
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GetMesh()->SetSimulatePhysics(true);
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GetMesh()->SetEnableGravity(true);
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GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
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GetMesh()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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Dissolve();
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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@@ -73,4 +97,20 @@ void AAuraCharacterBase::AddCharacterAbilities()
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}
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void AAuraCharacterBase::Dissolve()
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{
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if (IsValid(DissolveMaterialInstance))
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{
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UMaterialInstanceDynamic* DynamicMatInst = UMaterialInstanceDynamic::Create(DissolveMaterialInstance, this);
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GetMesh()->SetMaterial(0, DynamicMatInst);
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StartDissolveTimeline(DynamicMatInst);
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}
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if (IsValid(WeaponDissolveMaterialInstance))
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{
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UMaterialInstanceDynamic* DynamicMatInst = UMaterialInstanceDynamic::Create(WeaponDissolveMaterialInstance, this);
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Weapon->SetMaterial(0, DynamicMatInst);
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StartWeaponDissolveTimeline(DynamicMatInst);
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}
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}
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@@ -41,6 +41,12 @@ int32 AAuraEnemy::GetPlayerLevel()
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return Level;
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}
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void AAuraEnemy::Die()
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{
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SetLifeSpan(LifeSpan);
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Super::Die();
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}
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void AAuraEnemy::BeginPlay()
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{
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Super::BeginPlay();
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