MovementArrow functionality; StarFog implemented; Refactoring
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@@ -1,5 +1,3 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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@@ -10,6 +8,7 @@
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class USceneComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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class AStarFog;
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class AAdventurePlayerController;
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UCLASS()
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@@ -23,10 +22,13 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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float TileSize;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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// USceneComponent* SceneComponent;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AAdventureMap* MapRef;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AStarFog* CoveringFog;
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UFUNCTION(BlueprintCallable, Category = "debug")
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FVector Corner(int32 i);
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@@ -63,9 +65,9 @@ public:
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// MapObject Placement
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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bool bFree = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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bool bTouchable = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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bool bSteptivatable = false;
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FORCEINLINE bool operator == (const AHexTile &Other)
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