IntialCommit
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15
Source/ToonTanks.Target.cs
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15
Source/ToonTanks.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ToonTanksTarget : TargetRules
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{
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public ToonTanksTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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ExtraModuleNames.AddRange( new string[] { "ToonTanks" } );
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}
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}
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34
Source/ToonTanks/BasePawn.cpp
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34
Source/ToonTanks/BasePawn.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BasePawn.h"
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// Sets default values
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ABasePawn::ABasePawn()
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{
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// Set this pawn 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 ABasePawn::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 ABasePawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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33
Source/ToonTanks/BasePawn.h
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33
Source/ToonTanks/BasePawn.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "BasePawn.generated.h"
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UCLASS()
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class TOONTANKS_API ABasePawn : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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ABasePawn();
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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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private:
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UPROPERTY()
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class UCapsuleComponent* CapsuleComp;
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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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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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23
Source/ToonTanks/ToonTanks.Build.cs
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23
Source/ToonTanks/ToonTanks.Build.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class ToonTanks : ModuleRules
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{
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public ToonTanks(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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6
Source/ToonTanks/ToonTanks.cpp
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6
Source/ToonTanks/ToonTanks.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ToonTanks.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ToonTanks, "ToonTanks" );
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6
Source/ToonTanks/ToonTanks.h
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6
Source/ToonTanks/ToonTanks.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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15
Source/ToonTanksEditor.Target.cs
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15
Source/ToonTanksEditor.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ToonTanksEditorTarget : TargetRules
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{
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public ToonTanksEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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ExtraModuleNames.AddRange( new string[] { "ToonTanks" } );
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}
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}
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