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// Copyright Zelle Games
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#include "RosterSubsystem.h"
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const URosterEntry* URosterSubsystem::GetEnemy(int32 Section, int32 ScoreAvailable)
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{
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int32 CB = 0;
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while(CB < 10000)
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{
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CB++;
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const URosterEntry* RosterEntry = EnemyRoster[Section][FMath::RandRange(0, EnemyRoster[Section].Num() -1)];
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if(RosterEntry->DifficultyRating <= ScoreAvailable)
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{
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return RosterEntry;
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}
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}
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return nullptr;
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}
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void URosterSubsystem::AddToRoster(TArray<URosterEntry*> RosterEntries)
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{
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EnemyRoster.Add(RosterEntries);
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}
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void URosterSubsystem::ClearRoster()
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{
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EnemyRoster.Empty();
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}
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