Implemented some classes to unlock OLSGameMode's constructor
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@ -5,27 +5,31 @@
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#include "CommonUserSubsystem.h"
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#include "CommonUserSubsystem.h"
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#include "GameMapsSettings.h"
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#include "GameMapsSettings.h"
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#include "Characters/OLSCharacter.h"
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#include "DataAssets/OLSExperienceDefinitionDataAsset.h"
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#include "DataAssets/OLSExperienceDefinitionDataAsset.h"
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#include "DataAssets/OLSPawnDataAsset.h"
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#include "DataAssets/OLSPawnDataAsset.h"
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#include "GameModes/OLSExperienceManagerComponent.h"
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#include "GameModes/OLSExperienceManagerComponent.h"
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#include "GameModes/OLSGameState.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Player/OLSPlayerController.h"
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#include "Player/OLSPlayerState.h"
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#include "Player/OLSPlayerState.h"
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#include "Systems/OLSAssetManager.h"
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#include "Systems/OLSAssetManager.h"
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#include "Systems/OLSGameSession.h"
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#include "UI/OLSHUD.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(OLSGameMode)
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#include UE_INLINE_GENERATED_CPP_BY_NAME(OLSGameMode)
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// AOLSGameMode::AOLSGameMode(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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AOLSGameMode::AOLSGameMode(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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// {
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{
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// // @TODO: Implement this.
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GameStateClass = AOLSGameState::StaticClass();
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// // GameStateClass = ALyraGameState::StaticClass();
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GameSessionClass = AOLSGameSession::StaticClass();
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// // GameSessionClass = ALyraGameSession::StaticClass();
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PlayerControllerClass = AOLSPlayerController::StaticClass();
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// // PlayerControllerClass = ALyraPlayerController::StaticClass();
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// ReplaySpectatorPlayerControllerClass = ALyraReplayPlayerController::StaticClass();
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// // ReplaySpectatorPlayerControllerClass = ALyraReplayPlayerController::StaticClass();
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PlayerStateClass = AOLSPlayerState::StaticClass();
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// // PlayerStateClass = ALyraPlayerState::StaticClass();
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DefaultPawnClass = AOLSCharacter::StaticClass();
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// // DefaultPawnClass = ALyraCharacter::StaticClass();
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HUDClass = AOLSHUD::StaticClass();
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// // HUDClass = ALyraHUD::StaticClass();
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}
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// }
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const UOLSPawnDataAsset* AOLSGameMode::GetPawnDataForController(const AController* controller) const
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const UOLSPawnDataAsset* AOLSGameMode::GetPawnDataForController(const AController* controller) const
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{
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{
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4
Source/ols/Private/GameModes/OLSGameState.cpp
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Source/ols/Private/GameModes/OLSGameState.cpp
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "GameModes/OLSGameState.h"
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@ -3,18 +3,23 @@
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#include "ModularGameplayActors/OLSModularGameMode.h"
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#include "ModularGameplayActors/OLSModularGameMode.h"
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AOLSModularGameModeBase::AOLSModularGameModeBase()
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#include "ModularGameplayActors/OLSModularCharacter.h"
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#include "ModularGameplayActors/OLSModularGameState.h"
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#include "ModularGameplayActors/OLSModularPlayerController.h"
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#include "ModularGameplayActors/OLSModularPlayerState.h"
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AOLSModularGameModeBase::AOLSModularGameModeBase(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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{
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{
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// GameStateClass = AGSCModularGameStateBase::StaticClass();
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GameStateClass = AOLSModularGameStateBase::StaticClass();
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// PlayerControllerClass = AGSCModularPlayerController::StaticClass();
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PlayerControllerClass = AOLSModularPlayerController::StaticClass();
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// PlayerStateClass = APlayerState::StaticClass();
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PlayerStateClass = AOLSModularPlayerState::StaticClass();
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// DefaultPawnClass = AGSCModularCharacter::StaticClass();
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DefaultPawnClass = AOLSModularCharacter::StaticClass();
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}
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}
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AOLSModularGameMode::AOLSModularGameMode()
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AOLSModularGameMode::AOLSModularGameMode(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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{
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{
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// GameStateClass = AGSCModularGameState::StaticClass();
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GameStateClass = AOLSModularGameStateBase::StaticClass();
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// PlayerControllerClass = AGSCModularPlayerController::StaticClass();
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PlayerControllerClass = AOLSModularPlayerController::StaticClass();
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// PlayerStateClass = APlayerState::StaticClass();
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PlayerStateClass = AOLSModularPlayerState::StaticClass();
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// DefaultPawnClass = AGSCModularCharacter::StaticClass();
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DefaultPawnClass = AOLSModularCharacter::StaticClass();
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}
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}
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Source/ols/Private/Systems/OLSGameSession.cpp
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Source/ols/Private/Systems/OLSGameSession.cpp
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "Systems/OLSGameSession.h"
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// Sets default values
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AOLSGameSession::AOLSGameSession()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AOLSGameSession::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AOLSGameSession::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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Source/ols/Private/UI/OLSHUD.cpp
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Source/ols/Private/UI/OLSHUD.cpp
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "UI/OLSHUD.h"
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@ -8,10 +8,12 @@
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#include "Interfaces/OLSAnimationInterface.h"
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#include "Interfaces/OLSAnimationInterface.h"
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#include "Interfaces/OLSMoveableInterface.h"
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#include "Interfaces/OLSMoveableInterface.h"
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#include "Interfaces/OLSReplicatedMovableInterface.h"
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#include "Interfaces/OLSReplicatedMovableInterface.h"
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#include "ModularGameplayActors/OLSModularCharacter.h"
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#include "ModularGameplayActors/OLSModularPlayerStateCharacter.h"
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#include "OLSCharacter.generated.h"
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#include "OLSCharacter.generated.h"
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UCLASS()
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UCLASS()
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class OLS_API AOLSCharacter : public ACharacter,
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class OLS_API AOLSCharacter : public AOLSModularPlayerStateCharacter,
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public IOLSMoveableInterface,
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public IOLSMoveableInterface,
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public IOLSAnimationInterface
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public IOLSAnimationInterface
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{
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{
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@ -28,7 +28,7 @@ class OLS_API AOLSGameMode : public AOLSModularGameModeBase
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public:
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public:
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// AOLSGameMode(const FObjectInitializer& objectInitializer);
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AOLSGameMode(const FObjectInitializer& objectInitializer);
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UFUNCTION(BlueprintCallable, Category = "OLS|Pawn")
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UFUNCTION(BlueprintCallable, Category = "OLS|Pawn")
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const class UOLSPawnDataAsset* GetPawnDataForController(const class AController* controller) const;
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const class UOLSPawnDataAsset* GetPawnDataForController(const class AController* controller) const;
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Source/ols/Public/GameModes/OLSGameState.h
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Source/ols/Public/GameModes/OLSGameState.h
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "ModularGameplayActors/OLSModularGameState.h"
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#include "OLSGameState.generated.h"
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/**
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*
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*/
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UCLASS(Config = Game)
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class OLS_API AOLSGameState : public AOLSModularGameState
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{
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GENERATED_BODY()
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};
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@ -15,7 +15,7 @@ class OLS_API AOLSModularGameModeBase : public AGameModeBase
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public:
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public:
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AOLSModularGameModeBase();
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AOLSModularGameModeBase(const FObjectInitializer& objectInitializer);
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};
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};
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/** Pair this with a ModularGameState */
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/** Pair this with a ModularGameState */
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@ -26,5 +26,5 @@ class OLS_API AOLSModularGameMode : public AGameMode
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public:
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public:
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AOLSModularGameMode();
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AOLSModularGameMode(const FObjectInitializer& objectInitializer);
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};
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};
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Source/ols/Public/Systems/OLSGameSession.h
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Source/ols/Public/Systems/OLSGameSession.h
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameSession.h"
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#include "OLSGameSession.generated.h"
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UCLASS()
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class OLS_API AOLSGameSession : public AGameSession
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AOLSGameSession();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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Source/ols/Public/UI/OLSHUD.h
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Source/ols/Public/UI/OLSHUD.h
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/HUD.h"
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#include "OLSHUD.generated.h"
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/**
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*
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*/
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UCLASS()
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class OLS_API AOLSHUD : public AHUD
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{
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GENERATED_BODY()
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};
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