Dialogue window fix, time of day fix and some bazaar improvements
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@@ -97,6 +97,10 @@ void UDialogueComponent::TriggerDialogue(USpeechDataAsset* DialogueAssetPath, co
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{
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BindToControllerInput();
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bDialogueSelectOpen = false;
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}
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if (!DialogueWidget)
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{
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DialogueWidget = Cast<UDialogueWidget>(EleriPlayerController->ToggleDialogueWindow(true));
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DialogueWidget->AssignDialogueComponent(this);
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}
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@@ -33,7 +33,6 @@ ATimeOfDayManager::ATimeOfDayManager()
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currentMonth = 1;
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currentHours = 0;
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currentYear = 100;
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StartedTicking = false;
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ShouldRain = false;
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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@@ -478,16 +477,6 @@ void ATimeOfDayManager::SetTimeOfDay(float Minutes)
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OnTimePassed.Broadcast(GetTimeOfDay());
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}
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void ATimeOfDayManager::StartTimeOfDay()
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{
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StartedTicking = true;
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}
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void ATimeOfDayManager::StopTimeOfDay()
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{
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StartedTicking = false;
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}
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void ATimeOfDayManager::ToggleTimeActive(bool bNewActive)
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{
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TimeTicking = bNewActive;
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@@ -299,12 +299,6 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Time of day")
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void SetTimeOfDay(float Minutes);
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UFUNCTION(BlueprintCallable, Category = "Time of day")
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void StartTimeOfDay();
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UFUNCTION(BlueprintCallable, Category = "Time of day")
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void StopTimeOfDay();
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UFUNCTION(BlueprintCallable, Category = "Time of day")
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void AddMinutes(float minutes);
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@@ -373,7 +367,7 @@ protected:
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int32 GetWeatherDistributionMaxValue() const;
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UWeatherPresetDataAsset *GetWeatherDistributionValue() const;
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bool StartedTicking;
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UPROPERTY()
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bool TimeTicking;
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//True intensity evaluated from curve
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