Last Fix For Pursuit for tonight
This commit is contained in:
@ -367,11 +367,10 @@ void UDTFluxCoreSubsystem::LaunchPursuitSequenceFor(const TArray<int> ContestIds
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}
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}
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}
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}
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FOnPursuitSequenceReady& UDTFluxCoreSubsystem::InitPursuit(const TArray<FDTFluxContest> Contests)
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void UDTFluxCoreSubsystem::InitPursuit(const TArray<FDTFluxContest> Contests)
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{
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{
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if (PursuitManager)
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if (PursuitManager)
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{
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{
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PursuitManager->LaunchPursuitSequenceFor(Contests);
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PursuitManager->LaunchPursuitSequenceFor(Contests);
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}
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}
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return PursuitManager->OnPursuitSequenceReady;
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}
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}
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@ -66,7 +66,7 @@ void UDTFluxPursuitManager::OnRequestResponse(const FGuid& RequestId, FDTFluxSer
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}
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}
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if (InitPursuit(FoundData))
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if (InitPursuit(FoundData))
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{
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{
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OnPursuitSequenceReady.Broadcast(NextFocusPursuits, NextFocusPursuits, bFocusIsTruncate);
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OnPursuitSequenceReady_Internal.Broadcast(NextFocusPursuits, NextFocusPursuits, bFocusIsTruncate);
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}
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}
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "DTFluxPursuitManager.h"
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#include "Containers/Deque.h"
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#include "Containers/Deque.h"
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#include "Subsystems/EngineSubsystem.h"
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#include "Subsystems/EngineSubsystem.h"
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#include "Types/Struct/DTFluxRaceDataStructs.h"
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#include "Types/Struct/DTFluxRaceDataStructs.h"
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@ -110,9 +111,15 @@ public:
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UFUNCTION(BlueprintCallable, Category="DTFlux|Core Subsystem")
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UFUNCTION(BlueprintCallable, Category="DTFlux|Core Subsystem")
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void LaunchPursuitSequenceFor(const TArray<int> ContestIds);
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void LaunchPursuitSequenceFor(const TArray<int> ContestIds);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnPursuitSequenceReady, const TArray<FDTFluxPursuitInfo>,
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NextFocusPursuits,
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const TArray<FDTFluxPursuitInfo>, NextPursuit, bool, bIsTrtuncate);
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UPROPERTY(BlueprintAssignable, Category="DTFlux|Pursuit")
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FOnPursuitSequenceReady OnPursuitSequenceReady;
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UFUNCTION(BlueprintCallable, Category="DTFlux|Core Subsystem")
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UFUNCTION(BlueprintCallable, Category="DTFlux|Core Subsystem")
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FOnPursuitSequenceReady& InitPursuit(const TArray<FDTFluxContest> Contests);
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void InitPursuit(const TArray<FDTFluxContest> Contests);
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protected:
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protected:
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// ~Subsystem Interface
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// ~Subsystem Interface
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@ -63,7 +63,7 @@ struct FDTFluxPursuitGroup
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bool bIsFocus = false;
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bool bIsFocus = false;
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};
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnPursuitSequenceReady, const TArray<FDTFluxPursuitInfo>,
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnPursuitSequenceReady_internal, const TArray<FDTFluxPursuitInfo>,
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NextFocusPursuits,
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NextFocusPursuits,
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const TArray<FDTFluxPursuitInfo>, NextPursuit, bool, bIsTrtuncate);
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const TArray<FDTFluxPursuitInfo>, NextPursuit, bool, bIsTrtuncate);
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@ -103,7 +103,7 @@ public:
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int CurrentIndex = -1;
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int CurrentIndex = -1;
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UPROPERTY(BlueprintAssignable, Category="DTFlux|Pursuit")
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UPROPERTY(BlueprintAssignable, Category="DTFlux|Pursuit")
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FOnPursuitSequenceReady OnPursuitSequenceReady;
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FOnPursuitSequenceReady_internal OnPursuitSequenceReady_Internal;
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UFUNCTION(BlueprintCallable, Category="DTFlux|Pursuit", meta=(Keywords="pursuit, launch, poursuite"))
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UFUNCTION(BlueprintCallable, Category="DTFlux|Pursuit", meta=(Keywords="pursuit, launch, poursuite"))
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