Added variable boobs physics depending on boobs support from clothing
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@@ -111,4 +111,11 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<EBodyPart> HiddenBodyParts;
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UPROPERTY(EditDefaultsOnly,
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BlueprintReadOnly,
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meta = (EditCondition = "SlotType == EClothingSlotType::UnderwearTop || SlotType == EClothingSlotType::Top || SlotType == EClothingSlotType::Bodysuit",
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ClampMin = 0.0f, ClampMax = 1.0f,
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UIMin = 0.0f, UIMax = 1.0f))
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float BoobsSupport = 0.0f;
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};
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@@ -82,6 +82,24 @@ float UClothingManager::GetEffectiveCoverage(const EBodyPart BodyPart)
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return MaxCoverage;
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}
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float UClothingManager::GetBoobsSupport()
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{
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const UClothingItemInstance* UnderwearTop = GetSlotClothing(EClothingSlotType::UnderwearTop);
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const UClothingItemInstance* Top = GetSlotClothing(EClothingSlotType::Top);
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const UClothingItemInstance* Bodysuit = GetSlotClothing(EClothingSlotType::Bodysuit);
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TArray<float> TotalSupports;
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if (UnderwearTop)
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TotalSupports.Push(UnderwearTop->GetClothingItemDefinition()->BoobsSupport);
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if (Top)
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TotalSupports.Push(Top->GetClothingItemDefinition()->BoobsSupport);
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if (Bodysuit)
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TotalSupports.Push(Bodysuit->GetClothingItemDefinition()->BoobsSupport);
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return FMath::Max(TotalSupports);
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}
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void UClothingManager::HydrateClothing()
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{
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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@@ -47,6 +47,9 @@ public:
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UClothingItemInstance* GetSlotClothing(EClothingSlotType SlotType);
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bool IsBodyPartExposed(EBodyPart BodyPart);
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float GetEffectiveCoverage(EBodyPart BodyPart);
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UFUNCTION(BlueprintCallable)
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float GetBoobsSupport();
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void HydrateClothing();
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