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float3 CurColor=0; | |
float2 NewUV = UV; | |
int i=0; | |
float StepSize = Distance / (int) DistanceSteps; | |
float CurDistance=0; | |
float2 CurOffset=0; | |
float SubOffset = 0; | |
float TwoPi = 6.283185; | |
float accumdist=0; |
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bool ASMutator_WeaponReplacement::CheckRelevance_Implementation(AActor* Other) | |
{ | |
ASWeaponPickup* WeaponPickup = Cast<ASWeaponPickup>(Other); | |
if (WeaponPickup) | |
{ | |
for (int32 i = 0; i < WeaponsToReplace.Num(); i++) | |
{ | |
const FReplacementInfo& Info = WeaponsToReplace[i]; | |
if (Info.FromWeapon == WeaponPickup->WeaponClass) |