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[Minor] Added global event for the progression completion (#75)
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Diff for: Source/Bomber/Public/Subsystems/GlobalEventsSubsystem.h

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@@ -78,6 +78,12 @@ class BOMBER_API UGlobalEventsSubsystem : public UWorldSubsystem
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UPROPERTY(BlueprintAssignable, Transient, Category = "C++", DisplayName = "On Local Player State Ready")
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FOnPlayerStateReady BP_OnLocalPlayerStateReady;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGameProgressionCompleted);
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/** Called when a player completes the progression of the game */
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UPROPERTY(BlueprintCallable, BlueprintAssignable, Transient, Category = "C++", DisplayName = "On Progression Completion")
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FOnGameProgressionCompleted OnGameProgressionCompleted;
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/*********************************************************************************************
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* Overrides
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********************************************************************************************* */
@@ -114,7 +120,7 @@ class BOMBER_API UGlobalEventsSubsystem : public UWorldSubsystem
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} \
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}
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/** Helper macro to bind (or call if possible) when any character is spawned, possessed, and replicated. */
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/** Helper macro to bind (or call if possible) when any character is spawned, possessed, and replicated. */
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#define BIND_ON_CHARACTER_READY(Obj, Function, CharacterID) \
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INTERNAL_BIND_CHARACTER_READY(BP_OnCharacterReady, Obj, Function, PlayerCharacter, CharacterID)
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