feat: Implement core gameplay systems and data assets for health, stamina, stress, movement, hit reactions, and shield defense
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Source/Framework/Public/Player/BPC_MovementStateSystem.h
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23
Source/Framework/Public/Player/BPC_MovementStateSystem.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "GameplayTagContainer.h"
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#include "BPC_MovementStateSystem.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMovementModeChanged, FGameplayTag, NewMode, FGameplayTag, OldMode);
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UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBPC_MovementStateSystem();
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UPROPERTY(BlueprintReadOnly, Category = "Framework|Movement")
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FGameplayTag CurrentMovementMode;
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UPROPERTY(BlueprintAssignable, Category = "Framework|Events")
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FOnMovementModeChanged OnMovementModeChanged;
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};
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