Add proper source code folder layout
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseCommand.h"
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#include "Commands/BaseCommand.h"
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void UBaseCommand::Interrupt_Implementation()
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseCommands.h"
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#include "InteractionInterface.h"
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#include "BaseUnit.h"
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#include "Commands/BaseCommands.h"
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#include "Interaction/InteractionInterface.h"
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#include "Units/BaseUnit.h"
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// UMoveToCommand
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void UMoveToCommand::Execute_Implementation()
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@@ -2,8 +2,8 @@
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#include "Commands/CommandComponent.h"
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#include "BaseCommand.h"
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#include "BaseUnit.h"
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#include "Commands/BaseCommand.h"
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#include "Units/BaseUnit.h"
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// Sets default values for this component's properties
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UCommandComponent::UCommandComponent()
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@@ -1,7 +1,7 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameplayTags.h"
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#include "Core/MyGameplayTags.h"
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//6.März
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ThirdPersonCharacter.h"
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#include "Core/ThirdPersonCharacter.h"
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// Sets default values
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AThirdPersonCharacter::AThirdPersonCharacter()
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ThirdPersonController.h"
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#include "InteractionInterface.h"
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#include "Core/ThirdPersonController.h"
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#include "Interaction/InteractionInterface.h"
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#include "Net/UnrealNetwork.h"
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#include "UnitManagerComponent.h"
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#include "PlayerUnit.h"
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#include "TopDownGameState.h"
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#include "ZoneActor.h"
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#include "ModuleActor.h"
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#include "Units/UnitManagerComponent.h"
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#include "Units/PlayerUnit.h"
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#include "GameFramework/TopDownGameState.h"
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#include "Zones/ZoneActor.h"
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#include "Zones/ModuleActor.h"
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#include "Framework/Application/SlateApplication.h"
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AThirdPersonController::AThirdPersonController()
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@@ -1,5 +1,5 @@
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// FactionManager.cpp
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#include "FactionManager.h"
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#include "Factions/FactionManager.h"
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#include "Net/UnrealNetwork.h"
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UFactionManager::UFactionManager()
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TopDownGameMode.h"
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#include "ThirdPersonController.h"
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#include "BaseUnit.h"
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#include "TopDownGameState.h"
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#include "FactionManager.h"
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#include "PlayerUnit.h"
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#include "UnitManagerComponent.h"
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#include "GameFramework/TopDownGameMode.h"
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#include "Core/ThirdPersonController.h"
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#include "Units/BaseUnit.h"
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#include "GameFramework/TopDownGameState.h"
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#include "Factions/FactionManager.h"
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#include "Units/PlayerUnit.h"
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#include "Units/UnitManagerComponent.h"
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ABaseUnit* ATopDownGameMode::SpawnUnit(TSubclassOf<ABaseUnit> UnitClass, FTransform SpawnTransform, FName FactionID)
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TopDownGameState.h"
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#include "FactionManager.h"
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#include "GameFramework/TopDownGameState.h"
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#include "Factions/FactionManager.h"
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#include "Net/UnrealNetwork.h"
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#include "BaseUnit.h"
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#include "ZoneActor.h"
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#include "ThirdPersonController.h"
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#include "Units/BaseUnit.h"
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#include "Zones/ZoneActor.h"
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#include "Core/ThirdPersonController.h"
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ATopDownGameState::ATopDownGameState()
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "InteractionInterface.h"
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#include "Interaction/InteractionInterface.h"
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@@ -1,10 +1,10 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "InventoryComponent.h"
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#include "Items/InventoryComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "BaseCharacter.h"
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#include "MyGameplayTags.h"
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#include "Units/BaseCharacter.h"
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#include "Core/MyGameplayTags.h"
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// Sets default values for this component's properties
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UInventoryComponent::UInventoryComponent()
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "InventoryInterface.h"
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#include "Items/InventoryInterface.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ItemActor.h"
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#include "Items/ItemActor.h"
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#include "Net/UnrealNetwork.h"
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#include "BaseCharacter.h"
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#include "InventoryInterface.h"
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#include "Units/BaseCharacter.h"
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#include "Items/InventoryInterface.h"
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// Sets default values
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AItemActor::AItemActor()
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ItemData.h"
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#include "Items/ItemData.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ItemDefinition.h"
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#include "Items/ItemDefinition.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ItemObject.h"
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#include "MyGameplayTags.h"
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#include "Items/ItemObject.h"
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#include "Core/MyGameplayTags.h"
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#include "Net/UnrealNetwork.h"
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UItemObject::UItemObject()
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// ItemRegistry.cpp
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#include "ItemRegistry.h"
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#include "Items/ItemRegistry.h"
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void UItemRegistry::Initialize(FSubsystemCollectionBase& Collection)
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlaceableItemActor.h"
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#include "Items/PlaceableItemActor.h"
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void APlaceableItemActor::BeginPlay()
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "OutlinerTypes.h"
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#include "UI/OutlinerTypes.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseAttributeSet.h"
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#include "Units/BaseAttributeSet.h"
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#include "Net/UnrealNetwork.h"
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#include "GameplayEffectExtension.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseCharacter.h"
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#include "InteractionInterface.h"
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#include "ItemData.h"
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#include "Units/BaseCharacter.h"
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#include "Interaction/InteractionInterface.h"
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#include "Items/ItemData.h"
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#include "AbilitySystemComponent.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseUnit.h"
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#include "Units/BaseUnit.h"
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#include "Components/CapsuleComponent.h"
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#include "TopDownGameState.h"
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#include "GameFramework/TopDownGameState.h"
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#include "Net/UnrealNetwork.h"
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#include "Commands/CommandComponent.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BaseUnitAIController.h"
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#include "Units/BaseUnitAIController.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlayerUnit.h"
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#include "Units/PlayerUnit.h"
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EOutlinerStatus APlayerUnit::GetOutlinerStatus() const
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{
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UnitManagerComponent.h"
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#include "BaseUnit.h"
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#include "BaseCommands.h"
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#include "Units/UnitManagerComponent.h"
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#include "Units/BaseUnit.h"
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#include "Commands/BaseCommands.h"
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#include "Commands/CommandComponent.h"
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UUnitManagerComponent::UUnitManagerComponent()
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AModuleActor.h"
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#include "Zones/AModuleActor.h"
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// Sets default values
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AAModuleActor::AAModuleActor()
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#include "ModuleActor.h"
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#include "ZoneActor.h"
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#include "InventoryComponent.h"
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#include "BaseUnit.h"
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#include "Zones/ModuleActor.h"
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#include "Zones/ZoneActor.h"
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#include "Items/InventoryComponent.h"
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#include "Units/BaseUnit.h"
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#include "Net/UnrealNetwork.h"
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#include <ItemData.h>
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#include "ItemRegistry.h"
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#include "Items/ItemData.h"
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#include "Items/ItemRegistry.h"
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AModuleActor::AModuleActor()
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{
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#pragma once
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#include "ModuleDefinition.h"
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#include "Zones/ModuleDefinition.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ZoneActor.h"
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#include "Zones/ZoneActor.h"
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#include "Components/SphereComponent.h"
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#include "InventoryComponent.h"
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#include "ModuleActor.h"
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#include "TopDownGameState.h"
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#include "FactionManager.h"
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#include "Items/InventoryComponent.h"
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#include "Zones/ModuleActor.h"
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#include "GameFramework/TopDownGameState.h"
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#include "Factions/FactionManager.h"
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#include "Net/UnrealNetwork.h"
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#include "BaseUnit.h"
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#include "Units/BaseUnit.h"
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AZoneActor::AZoneActor()
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{
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "InteractionInterface.h"
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#include "Interaction/InteractionInterface.h"
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#include "ItemData.h"
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#include "ItemActor.generated.h"
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#pragma once
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#include "CoreMinimal.h"
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#include "MyGameplayTags.h"
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#include "Core/MyGameplayTags.h"
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#include "ItemDefinition.h"
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#include "ItemData.generated.h"
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#include "GameFramework/Character.h"
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#include "BaseAttributeSet.h"
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#include "AbilitySystemInterface.h"
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#include "ItemActor.h"
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#include "InventoryComponent.h"
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#include "Items/ItemActor.h"
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#include "Items/InventoryComponent.h"
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#include "BaseCharacter.generated.h"
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UCLASS(BlueprintType)
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#include "GameFramework/Character.h"
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#include "BaseAttributeSet.h"
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#include "AbilitySystemInterface.h"
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#include "InventoryComponent.h"
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#include "BaseCommand.h"
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#include "InventoryInterface.h"
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#include "OutlinerTypes.h"
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#include "InteractionInterface.h"
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#include "Items/InventoryComponent.h"
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#include "Commands/BaseCommand.h"
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#include "Items/InventoryInterface.h"
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#include "UI/OutlinerTypes.h"
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#include "Interaction/InteractionInterface.h"
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#include "BaseUnit.generated.h"
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class UCommandComponent;
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "ModuleDefinition.h"
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#include "OutlinerTypes.h"
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#include "UI/OutlinerTypes.h"
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#include "ModuleActor.generated.h"
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class UInventoryComponent;
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "InventoryInterface.h"
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#include "OutlinerTypes.h"
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#include "Items/InventoryInterface.h"
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#include "UI/OutlinerTypes.h"
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#include "ZoneActor.generated.h"
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class AModuleActor;
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