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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameMode.h"
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#include "Kismet/GameplayStatics.h"
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#include "MyPawn.h"
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#include "MyGameState.h"
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#include "MyPlayerController.h"
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#include "MyPlayerState.h"
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AMyGameMode::AMyGameMode()
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: Super() {
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UE_LOG(LogTemp, Warning, TEXT("GameMode Constructor"));
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GameStateClass = AMyGameState::StaticClass();
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PlayerControllerClass = AMyPlayerController::StaticClass();
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PlayerStateClass = AMyPlayerState::StaticClass();
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DefaultPawnClass = AMyPawn::StaticClass();
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}
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void AMyGameMode::BeginPlay() {
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Super::BeginPlay();
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}
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auto AMyGameMode::GetMyGameState() const {
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return GetGameState<AMyGameState>();
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}
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void AMyGameMode::InitializeBattleField() const {
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UE_LOG(LogTemp, Warning, TEXT("InitializeBattleField"));
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FVector Location(2000.0f, -1000.0f, 0.0f);
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FRotator Rotation(0.0f, 180.0f, 0.0f);
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uint8 TrooperCount = 0;
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TArray<const TCHAR *> bpPaths{
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TEXT(
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"Blueprint'/Game/Troopers/TrooperSkeletonMelee.TrooperSkeletonMelee_C'"
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),
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TEXT("Blueprint'/Game/Troopers/TrooperWizard.TrooperWizard_C'")
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};
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TArray<UClass *> LoadedBpAssets;
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for (int i = 0; i < bpPaths.Num(); ++i) {
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TSoftClassPtr<ATrooper> ActorBpClass = TSoftClassPtr<ATrooper>(
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FSoftObjectPath(bpPaths[i])
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);
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LoadedBpAssets.Push(ActorBpClass.LoadSynchronous());
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}
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for (int i = 0; i < 5; ++i) {
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FTransform SpawnLocationAndRotation(Rotation);
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SpawnLocationAndRotation.SetLocation(Location);
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AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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LoadedBpAssets[i % 2], SpawnLocationAndRotation);
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// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// ATrooper::StaticClass(), SpawnLocationAndRotation);
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Cast<ATrooper>(Spawned)->Initialize(
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0, Location, TrooperCount++);
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Spawned->FinishSpawning(SpawnLocationAndRotation);
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Spawned->SetActorLocation(Location);
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GetMyGameState()->AddTrooper(Cast<ATrooper>(Spawned));
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Location += {0.f, 500.f, 0.0f};
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}
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Location = {-2000.0f, -1000.0f, 0.0f};
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Rotation = {0.0f, 0.0f, 0.0f};
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for (int i = 0; i < 5; ++i) {
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FTransform SpawnLocationAndRotation(Rotation);
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SpawnLocationAndRotation.SetLocation(Location);
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AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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LoadedBpAssets[i % 2], SpawnLocationAndRotation);
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// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// ATrooper::StaticClass(), SpawnLocationAndRotation);
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Cast<ATrooper>(Spawned)->Initialize(
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1, Location, TrooperCount++);
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Spawned->FinishSpawning(SpawnLocationAndRotation);
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Spawned->SetActorLocation(Location);
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GetMyGameState()->AddTrooper(Cast<ATrooper>(Spawned));
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Location += {0.f, 500.f, 0.0f};
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}
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}
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AActor *AMyGameMode::ChoosePlayerStart_Implementation(AController *Player) {
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart %d"),
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GetNumPlayers());
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InitializeSpawnPointsIfNeeded(Player);
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const auto CurrentPlayerStart = *SpawnPoints.Find(GetNumPlayers());
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart end %d"),
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CurrentPlayerStart->GetPlayerIndex());
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return CurrentPlayerStart;
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}
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void AMyGameMode::InitializeSpawnPointsIfNeeded(AController *Player) {
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UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded"));
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if (SpawnPoints.Num() != 0) {
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UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded Exit %d"),
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SpawnPoints.Num());
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Rebuilding spawnpoints"));
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const auto World = GetWorld();
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for (TActorIterator<AMyPlayerStart> PlayerStartIterator(GetWorld());
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PlayerStartIterator; ++PlayerStartIterator) {
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const auto PlayerStart = *PlayerStartIterator;
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const UClass *PawnClass = GetDefaultPawnClassForController(Player);
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const APawn *PawnToFit = PawnClass
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? PawnClass->GetDefaultObject<APawn>()
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: nullptr;
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const FVector ActorLocation = PlayerStart->GetActorLocation();
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const FRotator ActorRotation = PlayerStart->GetActorRotation();
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UE_LOG(LogTemp, Warning, TEXT("PlayerStart iterator %d"),
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PlayerStartIterator->GetPlayerIndex());
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if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation,
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ActorRotation)) {
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SpawnPoints.Add(PlayerStartIterator->GetPlayerIndex(),
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*PlayerStartIterator);
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UE_LOG(LogTemp, Warning, TEXT("PlayerStart unoccupied iterator %d"),
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PlayerStartIterator->GetPlayerIndex());
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}
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}
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}
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void AMyGameMode::PostLogin(APlayerController *NewPlayer) {
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Super::PostLogin(NewPlayer);
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UE_LOG(LogTemp, Warning, TEXT("PostLogin"));
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// PlayerControllers.Add(dynamic_cast<AMyPlayerController *>(NewPlayer));
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// const auto World = GetWorld();
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const auto CurrentNumberOfPlayers = GetNumPlayers();
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// 0-indexation
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Cast<AMyPlayerController>(NewPlayer)->SetPlayerIndex(
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CurrentNumberOfPlayers - 1);
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UE_LOG(LogTemp, Warning, TEXT("%d"), CurrentNumberOfPlayers);
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if (CurrentNumberOfPlayers == 2) {
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UE_LOG(LogTemp, Warning, TEXT("Game Start"));
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// start the game
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// dynamic_cast<AMyGameState *>(
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// GetWorld()->GetGameState())->StartGame();
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// InitializeBattleField();
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StartGame();
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} else {
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// delay the game
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UE_LOG(LogTemp, Warning, TEXT("Game Delay"));
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}
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}
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void AMyGameMode::StartGame_Implementation() {
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InitializeBattleField();
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// PlayerNotInTurn()->SetEnemySelection(Troopers);
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// PlayerInTurn()->SetEnemySelection(Troopers);
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// PlayerInTurn()->StartTurn();
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GetMyGameState()->StartGame();
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}
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// void AMyGameMode::StartGame() {
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// InitializeBattleField();
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// // PlayerNotInTurn()->SetEnemySelection(Troopers);
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// // PlayerInTurn()->SetEnemySelection(Troopers);
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//
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// // PlayerInTurn()->StartTurn();
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// GetMyGameState()->StartGame();
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// }
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// AMyPlayerController *AMyGameMode::PlayerInTurn() const {
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// return GetMyPlayerController(CurrentPlayerTurn);
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// }
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// AMyPlayerController *AMyGameMode::PlayerNotInTurn() const {
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// // uint8 PlayerControllerIndexNotInTurn;
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// // if (CurrentPlayerTurn == 0) {
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// // PlayerControllerIndexNotInTurn = 1;
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// // } else {
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// // PlayerControllerIndexNotInTurn = 0;
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// // }
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// // return GetMyPlayerController(PlayerControllerIndexNotInTurn);
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// return GetMyPlayerController(!CurrentPlayerTurn);
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// }
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// void AMyGameMode::CycleTurns() {
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// if (!this)
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// return;
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// // PlayerInTurn()->EndTurn();
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// for (const auto Trooper : Troopers) {
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// if (Trooper != nullptr) {
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// Trooper->ResetActionPoints();
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// }
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// }
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// CurrentPlayerTurn = !CurrentPlayerTurn;
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// // if (CurrentPlayerTurn == 0) {
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// // CurrentPlayerTurn = 1;
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// // } else {
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// // CurrentPlayerTurn = 0;
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// // }
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// PlayerInTurn()->StartTurn();
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// }
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// AMyPlayerController *AMyGameMode::GetMyPlayerController(
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// uint8 const PlayerIndex) const {
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// return Cast<AMyPlayerController>(
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// UGameplayStatics::GetPlayerController(GetWorld(), PlayerIndex));
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// }
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