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@ -755,7 +755,13 @@ void ACombatPlayerCharacter::RotateToTargetUpdate(float Value)
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void ACombatPlayerCharacter::PerformDeath()
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{
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EnableRagdoll();
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if(!DeathAnimations.IsEmpty())
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{
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const int randomIdx = FMath::RandRange(0, DeathAnimations.Num() - 1);
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PlayAnimMontage(DeathAnimations[randomIdx]);
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}
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else
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EnableRagdoll();
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if(bHitFront) //충돌을 좀 더 그럴싸하게 하기 위해서 피격방향으로 충격
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ApplyHitReactionPhysicsVelocity(2000.f);
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@ -220,6 +220,8 @@ public:
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TObjectPtr<UAnimMontage> KnockdownFrontMontage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Montage", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UAnimMontage> KnockdownBackMontage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Montage|Death", meta = (AllowPrivateAccess = "true"))
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TArray<TObjectPtr<UAnimMontage>> DeathAnimations;
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private: //Timeline
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Timeline", meta = (AllowPrivateAccess = "true"))
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