#include "FortAnimInstance.h" AFortPawn* UFortAnimInstance::TryGetFortPawn() { return NULL; } AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn() { return NULL; } void UFortAnimInstance::AnimNotify_RightFootStep(const UAnimNotify* Notify) { } void UFortAnimInstance::AnimNotify_LeftFootStep(const UAnimNotify* Notify) { } UFortAnimInstance::UFortAnimInstance() { this->bUpdateAllPawnProperties = true; this->VelocityLerpAlpha = 1.00f; this->MinSpeed2DThreshold = 25.00f; this->PawnSpeed2D = 0.00f; this->PawnVelocityZ = 0.00f; this->PawnMovementDirectionAzimuth = 0.00f; this->PawnMovementDirectionElevation = 0.00f; this->bIsJumping = false; this->bIsFalling = false; this->bShouldPredictLanding = false; this->bLandingPredicted = false; this->PredictedFallTimeLeft = 0.00f; this->FallLookAheadSubStepping = 0.00f; this->FallLookAheadMaxIterations = 0; this->bDebugLandPrediction = false; this->bRecordJumpPositions = false; this->bIsRecordingJump = false; this->RecordJumpFrameCount = 0; this->AimPitch = 0.00f; this->AimYaw = 0.00f; this->TimeForRecentlyFired = 0.20f; this->TimeToReachRelaxedLevel1 = 5.00f; this->TimeToReachRelaxedLevel2 = 15.00f; this->bRecentlyFired = false; this->bIsRelaxedLevel1 = false; this->bIsRelaxedLevel2 = false; this->RelaxedLevelTimeCounter = 0.00f; this->SavedWeaponLastFireTime = 0.00f; this->RequestedRelaxedState = EAnimRelaxedState::None; this->bClothEnabled = false; this->bAnimDynamicsEnabled = false; this->bRigidBodyEnabled = false; }