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Official naming
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francis-ng committed Feb 21, 2018
1 parent 88d23f2 commit 63e9b6f
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Showing 44 changed files with 56 additions and 55 deletions.
3 changes: 2 additions & 1 deletion Config/DefaultEngine.ini
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Expand Up @@ -276,4 +276,5 @@ AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10


[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="/Script/ProjectCH", NewGameName="/Script/StarFighter")
14 changes: 0 additions & 14 deletions Source/ProjectCH.Target.cs

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6 changes: 0 additions & 6 deletions Source/ProjectCH/ProjectCH.cpp

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14 changes: 0 additions & 14 deletions Source/ProjectCHEditor.Target.cs

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14 changes: 14 additions & 0 deletions Source/StarFighter.Target.cs
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// Francis Ng 2017-2018

using UnrealBuildTool;
using System.Collections.Generic;

public class StarFighterTarget : TargetRules
{
public StarFighterTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;

ExtraModuleNames.AddRange( new string[] { "StarFighter" } );
}
}
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Expand Up @@ -40,7 +40,7 @@ static const FString ContextString(TEXT("GENERAL"));

/// Gameplay level class
UCLASS()
class PROJECTCH_API AActionLevelScriptActor : public ALevelScriptActor
class STARFIGHTER_API AActionLevelScriptActor : public ALevelScriptActor
{
GENERATED_UCLASS_BODY()

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Expand Up @@ -32,7 +32,7 @@ static const FString ContextString(TEXT("GENERAL"));

/// AI Controller for boss
UCLASS()
class PROJECTCH_API ABossAIController : public AAIController
class STARFIGHTER_API ABossAIController : public AAIController
{
GENERATED_UCLASS_BODY()

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Expand Up @@ -11,7 +11,7 @@

/// Component for firing the energy burst
UCLASS( Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTCH_API UEnergyBurstComponent : public UActorComponent
class STARFIGHTER_API UEnergyBurstComponent : public UActorComponent
{
GENERATED_BODY()

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Expand Up @@ -20,7 +20,7 @@ enum class EDamageLevelEnum : uint8 {

/// Health component class
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTCH_API UHealthComponent : public UActorComponent
class STARFIGHTER_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()

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Expand Up @@ -30,7 +30,7 @@ struct FTimeComponents {

/// Helper functions class
UCLASS()
class PROJECTCH_API UHelperFunctionLibrary : public UBlueprintFunctionLibrary
class STARFIGHTER_API UHelperFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()

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Expand Up @@ -13,7 +13,7 @@

/// Homing missile base class
UCLASS()
class PROJECTCH_API AHomingMissile : public AMunition
class STARFIGHTER_API AHomingMissile : public AMunition
{
GENERATED_BODY()

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Expand Up @@ -9,7 +9,7 @@

/// Fire and forget projectile base class
UCLASS()
class PROJECTCH_API ALinearProjectile : public AMunition
class STARFIGHTER_API ALinearProjectile : public AMunition
{
GENERATED_BODY()

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/// Ammunition base class
UCLASS()
class PROJECTCH_API AMunition : public APawn
class STARFIGHTER_API AMunition : public APawn
{
GENERATED_BODY()

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Expand Up @@ -12,7 +12,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiplierUpdateEvent, float, Multi

/// Player ship base class
UCLASS()
class PROJECTCH_API APlayerShip : public AShip
class STARFIGHTER_API APlayerShip : public AShip
{
GENERATED_BODY()

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6 changes: 6 additions & 0 deletions Source/StarFighter/ProjectCH.cpp
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// Francis Ng 2017-2018

#include "ProjectCH.h"
#include "Modules/ModuleManager.h"

IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, StarFighter, "StarFighter" );
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Expand Up @@ -10,7 +10,7 @@
*
*/
UCLASS()
class PROJECTCH_API AProjectCHGameModeBase : public AGameModeBase
class STARFIGHTER_API AProjectCHGameModeBase : public AGameModeBase
{
GENERATED_BODY()

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2 changes: 1 addition & 1 deletion Source/ProjectCH/Shield.h → Source/StarFighter/Shield.h
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Expand Up @@ -11,7 +11,7 @@

/// Energy barrier base class
UCLASS()
class PROJECTCH_API AShield : public AActor
class STARFIGHTER_API AShield : public AActor
{
GENERATED_BODY()

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Expand Up @@ -11,7 +11,7 @@

/// Energy barrier base component
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTCH_API UShieldComponent : public UActorComponent
class STARFIGHTER_API UShieldComponent : public UActorComponent
{
GENERATED_BODY()

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2 changes: 1 addition & 1 deletion Source/ProjectCH/Ship.h → Source/StarFighter/Ship.h
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Expand Up @@ -11,7 +11,7 @@

/// Ship base class
UCLASS(Blueprintable)
class PROJECTCH_API AShip : public APawn
class STARFIGHTER_API AShip : public APawn
{
GENERATED_BODY()

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/// Ship AI controller base class
UCLASS()
class PROJECTCH_API AShipAIController : public AAIController
class STARFIGHTER_API AShipAIController : public AAIController
{
GENERATED_BODY()

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Expand Up @@ -13,7 +13,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FPawnPossessedEvent);

/// Ship player controller base class
UCLASS()
class PROJECTCH_API AShipPlayerController : public APlayerController
class STARFIGHTER_API AShipPlayerController : public APlayerController
{
GENERATED_BODY()

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Expand Up @@ -2,9 +2,9 @@

using UnrealBuildTool;

public class ProjectCH : ModuleRules
public class StarFighter : ModuleRules
{
public ProjectCH(ReadOnlyTargetRules Target) : base(Target)
public StarFighter(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

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/// Weapon component base class
UCLASS( Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTCH_API UWeaponComponent : public UActorComponent
class STARFIGHTER_API UWeaponComponent : public UActorComponent
{
GENERATED_BODY()

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Expand Up @@ -12,7 +12,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FWeaponChangedEvent, UTexture2D*, Te

/// Weapon manager component base class (management of player weapons)
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECTCH_API UWeaponManagerComponent : public UActorComponent
class STARFIGHTER_API UWeaponManagerComponent : public UActorComponent
{
GENERATED_BODY()

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14 changes: 14 additions & 0 deletions Source/StarFighterEditor.Target.cs
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// Francis Ng 2017-2018

using UnrealBuildTool;
using System.Collections.Generic;

public class StarFighterEditorTarget : TargetRules
{
public StarFighterEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;

ExtraModuleNames.AddRange( new string[] { "StarFighter" } );
}
}
2 changes: 1 addition & 1 deletion ProjectCH.uproject → StarFighter.uproject
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Expand Up @@ -5,7 +5,7 @@
"Description": "",
"Modules": [
{
"Name": "ProjectCH",
"Name": "StarFighter",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
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