Section 13 complete, Damage numbers, added Block chance and Critical Hit chance
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@@ -27,6 +27,11 @@ public:
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UAttributeSet* GetAttributeSet() const { return AttributeSet; }
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virtual UAnimMontage* GetHitReactMontage_Implementation() override;
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virtual void Die() override;
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UFUNCTION(NetMulticast, reliable)
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virtual void MulticastHandleDeath();
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protected:
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virtual void BeginPlay() override;
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@@ -59,6 +64,24 @@ protected:
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virtual void InitializeDefaultAttributes() const;
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void AddCharacterAbilities();
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/* Dissolve Effects */
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void Dissolve();
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UFUNCTION(BlueprintImplementableEvent)
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void StartDissolveTimeline(UMaterialInstanceDynamic* DynamicMaterialInstance);
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UFUNCTION(BlueprintImplementableEvent)
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void StartWeaponDissolveTimeline(UMaterialInstanceDynamic* DynamicMaterialInstance);
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<UMaterialInstance> WeaponDissolveMaterialInstance;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<UMaterialInstance> DissolveMaterialInstance;
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private:
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UPROPERTY(EditAnywhere, Category="Abilities")
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@@ -27,6 +27,7 @@ public:
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virtual void UnHighlightActor() override;
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virtual int32 GetPlayerLevel() override;
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virtual void Die() override;
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UPROPERTY(BlueprintAssignable)
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FOnAttributeChangedSignature OnHealthChanged;
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@@ -39,6 +40,8 @@ public:
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UPROPERTY(BlueprintReadOnly, Category = "Combat")
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float BaseWalkSpeed = 250.f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
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float LifeSpan = 5.f;
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protected:
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virtual void BeginPlay() override;
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