Severity: 8192
Message: Function create_function() is deprecated
Filename: geshi/geshi.php
Line Number: 4698
Backtrace:
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
Line: 4698
Function: _error_handler
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
Line: 4621
Function: _optimize_regexp_list_tokens_to_string
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
Line: 1655
Function: optimize_regexp_list
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
Line: 2029
Function: optimize_keyword_group
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
Line: 2168
Function: build_parse_cache
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/Process.php
Line: 45
Function: parse_code
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/models/Pastes.php
Line: 517
Function: syntax
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/controllers/Main.php
Line: 693
Function: getPaste
File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/index.php
Line: 315
Function: require_once
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "World/Climbable.h"
#include "Components/CapsuleComponent.h"
#include "AI/Navigation/AvoidanceManager.h"
#include "ClimbingComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class THEELDER_API UClimbingComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UClimbingComponent();
/* This should be sent from the player controller, via the default input axis callbacks */
void SendVerticalInput(float input);
/* This should be sent from the player controller, via the default input axis callbacks */
void SendHorizontalInput(float input);
/* This should be sent from the player controller, on a button press*/
void ForceInitClimb();
AClimbable* FindBestClimbable();
void DetectClimbables();
protected:
// Called when the game starts
virtual void BeginPlay() override;
void Init(UCharacterMovementComponent* ParentCharacterMovement, UCapsuleComponent* ParentCapsule);
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
TArray<AClimbable*> ConvertArrayToClimbable(TArray<AActor*> ActorArray);
UPROPERTY(EditDefaultsOnly, Category = "Tunables")
float ClimbingDetectionRadius = 800.0f;
UPROPERTY(EditDefaultsOnly, Category = "Debugging")
bool bIsDebugging = false;
UPROPERTY()
UCapsuleComponent* CharacterCapsule;
UPROPERTY()
UCharacterMovementComponent* CharacterMovement;
private:
bool bHasPossibleTargets = false;
bool bIsClimbing = false;
TArray<AClimbable*> PossibleClimbables;
/*The climbable we're currently on*/
AClimbable CurrentClimbable;
/*The climbable we're going to move to*/
AClimbable NextClimbable;
};