remove auto turret fix
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parent
f86693d014
commit
73b4522d2c
@ -1,7 +0,0 @@
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class KFWeapDef_AutoTurretFixed extends KFWeapDef_AutoTurret;
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defaultproperties
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{
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BuyPrice=666
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WeaponClassPath="KFGameContent.KFWeap_AutoTurretFixed"
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}
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@ -1,14 +0,0 @@
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class KFWeap_AutoTurretFixed extends KFWeap_AutoTurret;
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function CheckTurretAmmo()
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{
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if (KFPC != None)
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{
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Super.CheckTurretAmmo();
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}
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}
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defaultproperties
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{
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}
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@ -120,12 +120,6 @@ function Initialize()
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MyKFGI.KFGFxManagerClass = class'MskGsGFxMoviePlayer_Manager';
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MyKFGI.KFGFxManagerClass = class'MskGsGFxMoviePlayer_Manager';
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MyKFGI.MyKFGRI.VoteCollectorClass = class'MskGsVoteCollector';
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MyKFGI.MyKFGRI.VoteCollectorClass = class'MskGsVoteCollector';
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if (MyKFGI.PlayerControllerClass == class'KFGame.KFPlayerController')
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MyKFGI.PlayerControllerClass = class'MskGsPlayerController';
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else if (MyKFGI.PlayerControllerClass == class'KFGameContent.KFPlayerControllerVersus')
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MyKFGI.PlayerControllerClass = class'MskGsPlayerControllerVersus';
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else if (MyKFGI.PlayerControllerClass == class'KFGame.KFPlayerController_WeeklySurvival')
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MyKFGI.PlayerControllerClass = class'MskGsPlayerController_WeeklySurvival';
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MyKFGI.MyKFGRI.VoteCollector = new(MyKFGI.MyKFGRI) MyKFGI.MyKFGRI.VoteCollectorClass;
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MyKFGI.MyKFGRI.VoteCollector = new(MyKFGI.MyKFGRI) MyKFGI.MyKFGRI.VoteCollectorClass;
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VoteCollector = MskGsVoteCollector(MyKFGI.MyKFGRI.VoteCollector);
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VoteCollector = MskGsVoteCollector(MyKFGI.MyKFGRI.VoteCollector);
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@ -1,65 +0,0 @@
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class MskGsPlayerController extends KFPlayerController;
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event Destroyed()
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{
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local KFProjectile KFProj;
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local int i;
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// Stop currently playing stingers when the map is being switched
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if( StingerAkComponent != none )
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{
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StingerAkComponent.StopEvents();
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}
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// Useful:
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// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
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for (i = DeployedTurrets.Length - 1; i >= 0; --i)
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{
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if (DeployedTurrets[i] != None)
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if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
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DeployedTurrets[i].Destroy();
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// don't worry about the Destroyed event on Turret
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// because it doesn't do anything if the turret is not in the list
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DeployedTurrets.Remove(i, 1);
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}
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SetRTPCValue( 'Health', 100, true );
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PostAkEvent( LowHealthStopEvent );
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bPlayingLowHealthSFX = false;
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// Update projectiles in the world
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foreach DynamicActors( class'KFProjectile', KFProj )
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{
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if( KFProj.InstigatorController == self )
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{
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KFProj.OnInstigatorControllerLeft();
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}
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}
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if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
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{
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LocalCustomizationPawn.Destroy();
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}
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if (OnlineSub != none)
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{
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OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
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OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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ClearMixerDelegates();
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ClearDiscord();
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}
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ClientMatchEnded();
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Super(GamePlayerController).Destroyed();
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}
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defaultproperties
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{
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}
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@ -1,65 +0,0 @@
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class MskGsPlayerControllerVersus extends KFPlayerControllerVersus;
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event Destroyed()
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{
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local KFProjectile KFProj;
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local int i;
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// Stop currently playing stingers when the map is being switched
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if( StingerAkComponent != none )
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{
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StingerAkComponent.StopEvents();
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}
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// Useful:
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// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
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for (i = DeployedTurrets.Length - 1; i >= 0; --i)
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{
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if (DeployedTurrets[i] != None)
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if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
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DeployedTurrets[i].Destroy();
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// don't worry about the Destroyed event on Turret
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// because it doesn't do anything if the turret is not in the list
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DeployedTurrets.Remove(i, 1);
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}
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SetRTPCValue( 'Health', 100, true );
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PostAkEvent( LowHealthStopEvent );
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bPlayingLowHealthSFX = false;
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// Update projectiles in the world
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foreach DynamicActors( class'KFProjectile', KFProj )
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{
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if( KFProj.InstigatorController == self )
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{
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KFProj.OnInstigatorControllerLeft();
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}
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}
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if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
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{
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LocalCustomizationPawn.Destroy();
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}
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if (OnlineSub != none)
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{
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OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
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OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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ClearMixerDelegates();
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ClearDiscord();
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}
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ClientMatchEnded();
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Super(GamePlayerController).Destroyed();
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}
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defaultproperties
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{
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}
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@ -1,65 +0,0 @@
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class MskGsPlayerController_WeeklySurvival extends KFPlayerController_WeeklySurvival;
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event Destroyed()
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{
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local KFProjectile KFProj;
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local int i;
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// Stop currently playing stingers when the map is being switched
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if( StingerAkComponent != none )
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{
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StingerAkComponent.StopEvents();
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}
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// Useful:
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// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
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for (i = DeployedTurrets.Length - 1; i >= 0; --i)
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{
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if (DeployedTurrets[i] != None)
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if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
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DeployedTurrets[i].Destroy();
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// don't worry about the Destroyed event on Turret
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// because it doesn't do anything if the turret is not in the list
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DeployedTurrets.Remove(i, 1);
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}
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SetRTPCValue( 'Health', 100, true );
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PostAkEvent( LowHealthStopEvent );
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bPlayingLowHealthSFX = false;
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// Update projectiles in the world
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foreach DynamicActors( class'KFProjectile', KFProj )
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{
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if( KFProj.InstigatorController == self )
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{
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KFProj.OnInstigatorControllerLeft();
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}
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}
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if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
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{
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LocalCustomizationPawn.Destroy();
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}
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if (OnlineSub != none)
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{
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OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
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OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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ClearMixerDelegates();
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ClearDiscord();
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}
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ClientMatchEnded();
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Super(GamePlayerController).Destroyed();
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}
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defaultproperties
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{
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}
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