feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense
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Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp
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11
Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp
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#include "Weapons/BPC_HitReactionSystem.h"
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UBPC_HitReactionSystem::UBPC_HitReactionSystem()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UBPC_HitReactionSystem::PlayHitReaction(float DamageAmount, FVector HitDirection, AActor* DamageCauser)
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{
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// Stub — Blueprint child provides animation selection logic.
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}
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