Start of pause menu
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Core/BP_GSDefaultGameMode.uasset
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GravityStomp/Content/Core/BP_GSDefaultGameMode.uasset
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GravityStomp/Content/Core/BP_GSPlayerController.uasset
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GravityStomp/Content/Core/BP_GSPlayerController.uasset
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GravityStomp/Content/Input/Actions/IA_Canel.uasset
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GravityStomp/Content/Input/Actions/IA_Confirm.uasset
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GravityStomp/Content/Input/Actions/IA_Confirm.uasset
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GravityStomp/Content/Input/Actions/IA_Pause.uasset
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GravityStomp/Content/Input/Actions/IA_Pause.uasset
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GravityStomp/Content/Input/IMC_Default.uasset
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GravityStomp/Content/Maps/Debug/Test.umap
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GravityStomp/Content/Maps/Debug/Test.umap
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GravityStomp/Content/UI/InGame/WBP_PauseMenu.uasset
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GravityStomp/Content/UI/InGame/WBP_PauseMenu.uasset
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@ -11,6 +11,7 @@
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "GSCharacterMovementComponent.h"
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#include "GSCharacterMovementComponent.h"
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#include "GameFramework/PlayerState.h"
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#include "GameFramework/PlayerState.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Player/GSPlayerState.h"
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#include "Player/GSPlayerState.h"
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@ -96,6 +97,11 @@ void AGSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputC
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void AGSCharacter::Move(const FInputActionValue& Value)
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void AGSCharacter::Move(const FInputActionValue& Value)
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{
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{
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if(UGameplayStatics::GetGlobalTimeDilation(this) < 1.0f)
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{
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return;
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}
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// input is a Vector2D
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// input is a Vector2D
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FVector2D MovementVector = Value.Get<FVector2D>();
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FVector2D MovementVector = Value.Get<FVector2D>();
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@ -107,7 +113,7 @@ void AGSCharacter::Move(const FInputActionValue& Value)
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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{
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{
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if(!bCanChangeGravity)
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if(!bCanChangeGravity || UGameplayStatics::GetGlobalTimeDilation(this) < 1.0f)
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{
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{
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return;
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return;
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}
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}
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