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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Unit.h"
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#include "SPGameState.h"
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#include "StatsSubsystem.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/GameModeBase.h"
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#include "Kismet/GameplayStatics.h"
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class ASPGameState;
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// Sets default values
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AUnit::AUnit()
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{
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// Set this character 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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AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
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ProjectileSpawnPoint = CreateDefaultSubobject<UArrowComponent>(TEXT("Projectile Spawn Point"));
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ProjectileSpawnPoint->SetupAttachment(RootComponent);
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DamageNumberWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("Damage Number Widget"));
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DamageNumberWidget->SetWidgetSpace(EWidgetSpace::Screen);
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DamageNumberWidget->SetVisibility(false, true);
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DamageNumberWidget->SetupAttachment(RootComponent);
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FString MeleeAttack1Name = "/Game/TopDown/Blueprints/Characters/Main/M_Melee.M_Melee";
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UAnimMontage* MontageMelee1 = Cast<UAnimMontage>(StaticLoadObject(UAnimMontage::StaticClass(), nullptr, *MeleeAttack1Name));
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FString MeleeAttack2Name = "/Game/TopDown/Blueprints/Characters/Main/M_Melee2.M_Melee2";
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UAnimMontage* MontageMelee2 = Cast<UAnimMontage>(StaticLoadObject(UAnimMontage::StaticClass(), nullptr, *MeleeAttack2Name));
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MeleeMontage.Add(MontageMelee1);
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MeleeMontage.Add(MontageMelee2);
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GetCharacterMovement()->SetWalkableFloorAngle(80);
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GetCharacterMovement()->MaxStepHeight = 100;
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}
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// Called when the game starts or when spawned
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void AUnit::BeginPlay()
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{
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Super::BeginPlay();
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ApplyStats();
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DamageNumbersOriginalPosition = DamageNumberWidget->GetRelativeLocation();
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}
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void AUnit::OnDeath_Implementation()
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{
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GetCharacterMovement()->SetMovementMode(MOVE_None);
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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GetCharacterMovement()->SetComponentTickEnabled(false);
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SetActorTickEnabled(false);
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GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
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GetMesh()->SetSimulatePhysics(true);
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if(ActorHasTag("Enemy"))
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{
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TObjectPtr<UStatsSubsystem> GameInstance = GetGameInstance()->GetSubsystem<UStatsSubsystem>();
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GameInstance->XP += XP;
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GameInstance->Money += Money;
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GetMesh()->SetCollisionResponseToChannel(ECC_EngineTraceChannel1, ECR_Ignore);
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_EngineTraceChannel1, ECR_Ignore);
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GetWorld()->GetAuthGameMode()->GetGameState<ASPGameState>()->DecrementEnemies();
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}
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}
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// Called every frame
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void AUnit::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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CooldownTimer += DeltaTime;
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if(IsDead())
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{
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OnDeath();
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}
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}
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// Called to bind functionality to input
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void AUnit::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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void AUnit::ApplyMeleeDamage()
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{
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if(TargetUnit != nullptr)
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{
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UGameplayStatics::ApplyDamage(TargetUnit, Attack, GetController(), this, nullptr);
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} else
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{
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UE_LOG(LogTemp, Warning, TEXT("Attempt to call Apply Melee Damage with no TargetUnit set"));
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}
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}
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void AUnit::LaunchProjectileSignal()
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{
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if(TargetUnit && ProjectileClasses.Num() >= 1)
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{
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TSubclassOf<ABasicProjectile> P = ProjectileClasses[FMath::RandRange(0, ProjectileClasses.Num() - 1)];
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FVector SpawnPoint = ProjectileSpawnPoint->GetComponentLocation();
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FRotator ActorRotation = GetActorRotation();
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FActorSpawnParameters SpawnOptions;
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SpawnOptions.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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ABasicProjectile* NewProjectile = GetWorld()->SpawnActor<ABasicProjectile>(P, SpawnPoint, ActorRotation, SpawnOptions);
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ABasicProjectile* AsProjectile = Cast<ABasicProjectile>(NewProjectile);
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NewProjectile->SetLifeSpan(5.0f);
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AsProjectile->Damage = Attack;
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AsProjectile->OwningController = GetController();
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if(ActorHasTag("Enemy"))
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{
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AsProjectile->SphereComponent->SetCollisionProfileName("EnemyProjectile");
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} else
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{
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AsProjectile->SphereComponent->SetCollisionProfileName("PlayerProjectile");
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}
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AsProjectile->SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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UProjectileMovementComponent* ProjectileMovement = NewProjectile->GetComponentByClass<UProjectileMovementComponent>();
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FVector UnitDirection = TargetUnit->GetActorLocation() - GetActorLocation();
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UnitDirection.Normalize();
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ProjectileMovement->Velocity = (UnitDirection * ProjectileSpeed);
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}
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}
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void AUnit::SetTarget(AUnit* InTarget)
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{
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TargetUnit = InTarget;
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}
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AUnit* AUnit::FindNearestEnemy()
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{
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if(TargetUnit && !TargetUnit->IsDead() && FVector::Distance(GetActorLocation(), TargetUnit->GetActorLocation()) <= Range + 300)
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{
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return TargetUnit;
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}
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const bool IsEnemy = ActorHasTag("Enemy");
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const FName TagToSearch = IsEnemy ? "Player" : "Enemy";
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TArray<AActor*> FoundActors;
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), TagToSearch, FoundActors);
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AActor* NearestActor = nullptr;
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float NearestDistance = MAX_FLT;
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for(AActor* CurrentActor : FoundActors)
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{
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if(Cast<AUnit>(CurrentActor)->IsDead())
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{
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continue;
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}
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const float Distance = FVector::DistSquared(CurrentActor->GetActorLocation(), GetActorLocation());
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if(Distance < NearestDistance)
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{
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NearestActor = CurrentActor;
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NearestDistance = Distance;
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}
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}
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auto NewTarget = Cast<AUnit>(NearestActor);
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TargetUnit = NewTarget;
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return NewTarget;
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}
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float AUnit::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
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AActor* DamageCauser)
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{
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AUnit* Attacker = Cast<AUnit>(EventInstigator->GetPawn());
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if(Attacker)
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{
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float DodgeChance = 0.05 + (Dexterity * 0.008f) - (Attacker->Dexterity * 0.008f);
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float DodgeRoll = FMath::RandRange(0.0f, 1.0f);
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if(DodgeRoll <= DodgeChance)
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{
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EventMiss();
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return 0;
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}
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}
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FVector HitFromDirection = GetActorLocation() - DamageCauser->GetActorLocation();
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HitFromDirection.Z = 0;
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HitFromDirection.Normalize();
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const float ActualDamage = DamageAmount * (1 - Defense / (Defense + 5.0f)) + 1;
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HP -= FMath::RoundToInt(ActualDamage);
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HP = FMath::Max(0, HP);
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DamageNumberValue = FMath::RoundToInt(ActualDamage);
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LaunchCharacter(HitFromDirection * 200.0f, true, false);
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Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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return FMath::RoundToInt(ActualDamage);
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}
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bool AUnit::IsDead() const
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{
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return HP <= 0;
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}
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void AUnit::ApplyStats()
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{
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GetCharacterMovement()->RotationRate.Yaw = 180 + Dexterity * 2;
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GetCharacterMovement()->MaxWalkSpeed = 600 + Dexterity * 15;
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}
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void AUnit::HideDamageNumbers() const
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{
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DamageNumberWidget->SetVisibility(false, true);
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}
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