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- void UInventoryComponent::GetEquippedItemInSlot(ESelectedCharacter SelectedCharacter, EEquipmentSlot SlotToGet, FItem& outItem)
- {
- switch (SelectedCharacter)
- {
- FItem* tempItem;
- case ESelectedCharacter::SC_Character0:
- tempItem = EquippedItems0.Find(SlotToGet);
- if (tempItem)
- {
- outItem = *tempItem;
- }
- else
- {
- tempItem->ItemName = "Empty";
- tempItem->ItemEquipSlot = SlotToGet;
- tempItem->ItemAbilities.Add(0, 0.0f);
- outItem = *tempItem;
- }
- break;
- case ESelectedCharacter::SC_Character1:
- tempItem = EquippedItems1.Find(SlotToGet);
- if (tempItem)
- {
- outItem = *tempItem;
- }
- else
- {
- tempItem->ItemName = "Empty";
- tempItem->ItemEquipSlot = SlotToGet;
- tempItem->ItemAbilities.Add(0, 0.0f);
- outItem = *tempItem;
- }
- break;
- case ESelectedCharacter::SC_Character2:
- tempItem = EquippedItems2.Find(SlotToGet);
- if (tempItem)
- {
- outItem = *tempItem;
- }
- else
- {
- tempItem->ItemName = "Empty";
- tempItem->ItemEquipSlot = SlotToGet;
- tempItem->ItemAbilities.Add(0, 0.0f);
- outItem = *tempItem;
- }
- break;
- }
- }
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