Added working shotgun, health/armor/ammo pickups, temporary HUD for displaying all these values. Changed some previous blueprints to be better reusable and changeable. #11
Changed basic weapon from pistol to shotgun. The shotgun has no animations since I found no appropriate sprite sheets that were free. Currently fires 8 projectiles with a certain spread. I have not tested to see how the multiple projectiles will work in practice, but the damage should change depending on how many of the bullets hits an enemy (as long as they are a child of the BP_Character). Will probably need tweaking later.
Added health pickup with two variants for "large" and "small"
Added armor pickup with two variants for "large" and "small"
Added ammo pickup. The ammo pickup is currently the same pickup as the weapon pickup. It checks if the weapon is already acquired, and if yes it adds ammo for that weapon type. Since the weapon pickup acts as both a weapon pickup and ammo pickup I made it so the texture of the object is dynamically changed to an ammo texture if you already own the weapon.
Basic HUD for testing purposes (Should be deleted/removed later when work on main HUD is done). Just includes some text values for health, armor and ammo that is appropriately updated when these values change.
Did a bunch of changes to various things to (hopefully) make things easier to reuse and change in the future like adding extra weapons to the game. For example added a struct for weapons that includes enums for its name, weapon class, its ammo type (current ammo type is only bullets but can include things like grenades/rockets), and ammo size. Each weapon in the game is then added to a data table based on the struct. The Player has it's own array of weapons that they currently own.
Work done in this branch correlates to #5 and #1