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                - // Fill out your copyright notice in the Description page of Project Settings.
 - #pragma once
 - #include "GameFramework/Character.h"
 - #include "AuroraBaseWeapon.h"
 - #include "AuroraBaseCharacter.generated.h"
 - UCLASS(Blueprintable)
 - class ENTERAURORA_API AAuroraBaseCharacter : public ACharacter
 - {
 - GENERATED_BODY()
 - /* Camera Boom Component */
 - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
 - class USpringArmComponent* cameraBoom;
 - /* Main Camera Component */
 - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
 - class UCameraComponent* mainCamera;
 - public:
 - /* Constructor */
 - AAuroraBaseCharacter(const FObjectInitializer& ObjectInitializer);
 - // Called when the game starts or when spawned
 - virtual void BeginPlay() override;
 - // Called every frame
 - virtual void Tick(float DeltaSeconds) override;
 - // Called to bind functionality to input
 - virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
 - /* Character Properties */
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - float currentHealth;
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - float maxHealth;
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - float moveSpeed;
 - float joystickXValue;
 - float joystickYValue;
 - FVector joystickNormalized;
 - FTimerHandle fireHandler;
 - /* Character Weapon */
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - TSubclassOf<AAuroraBaseWeapon> primaryClass;
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - FName primaryAttachSocket;
 - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
 - AAuroraBaseWeapon* currentWeapon;
 - /* Character Functions */
 - void OnMoveForward(float Rate);
 - void OnMoveSideways(float Rate);
 - void GetJoystickXValue(float Val);
 - void GetJoystickYValue(float Val);
 - void OnCharacterRotation();
 - void OnSpawnWeapon(TSubclassOf<AAuroraBaseWeapon> weaponToSpawn, FName attachSocket);
 - /** Returns CameraBoom subobject **/
 - FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return cameraBoom; }
 - /** Returns FollowCamera subobject **/
 - FORCEINLINE class UCameraComponent* GetMainCamera() const { return mainCamera; }
 - };
 
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