added session loss sequence, added energy and stamina to HUD, added home location trigger
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "SessionManagerSubsystem.h"
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#include "LossPresentationConfig.generated.h"
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class ULevelSequence;
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/**
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* Data-driven cutscene-per-loss-cause map (GDD §4.4, §17.4). The USessionLossResolver
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* looks up the sequence for the resolved cause, plays it, then teleports the player home.
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* A cause with no entry skips straight to the teleport; SafeReturn never plays one (the
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* player walked home). Soft refs so cutscene assets only load when a loss actually fires.
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*/
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UCLASS()
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class NAKEDDESIRE_API ULossPresentationConfig : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category = "Loss")
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TMap<ESessionLossCause, TSoftObjectPtr<ULevelSequence>> LossCutscenes;
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};
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