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File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
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Function: _error_handler

File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/application/libraries/geshi/geshi.php
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Function: _optimize_regexp_list_tokens_to_string

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Function: optimize_regexp_list

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Function: getPaste

File: /home/httpd/vhosts/scratchbook.ch/geopaste.scratchbook.ch/index.php
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Function: require_once

Re: Untitled - Stikked
From Violet Crocodile, 5 Years ago, written in C++.
This paste is a reply to Untitled from Baby Teal - go back
Embed
Viewing differences between Untitled and Re: Untitled
#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;
};