Fix embarrassment gain/decay not tied to NPC observation state
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@@ -4,14 +4,13 @@
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#include "CoreMinimal.h"
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#include "DetourCrowdAIController.h"
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#include "Perception/AIPerceptionTypes.h"
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#include "NPCAIController.generated.h"
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class ANakedDesireGameMode;
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class UNavigationSystemV1;
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class ANakedDesireCharacter;
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/**
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*
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*/
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UCLASS()
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class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
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{
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@@ -19,7 +18,7 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
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UPROPERTY()
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ANakedDesireCharacter* PlayerCharacter = nullptr;
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UPROPERTY()
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const UNavigationSystemV1* NavigationSystem = nullptr;
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@@ -29,10 +28,14 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
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UPROPERTY(EditDefaultsOnly)
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UBehaviorTree* BehaviorTreeAsset = nullptr;
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bool bCurrentlyObserving = false;
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public:
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UFUNCTION(BlueprintCallable)
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void SetShouldReactToPlayer(bool Value);
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protected:
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnUnpossess() override;
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virtual void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) override;
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};
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