#include "FortMovementComp_Character.h" bool UFortMovementComp_Character::IsPassivelySkydiving() const { return false; } bool UFortMovementComp_Character::IsPassivelyParachuting() const { return false; } bool UFortMovementComp_Character::IsActivelyStrafingInAir() const { return false; } bool UFortMovementComp_Character::IsActivelySkydivingUpInVortex() const { return false; } bool UFortMovementComp_Character::IsActivelySkydiving() const { return false; } bool UFortMovementComp_Character::IsActivelyParachuting() const { return false; } UFortMovementComp_Character::UFortMovementComp_Character() { this->LandHardSoundFallSpeedThreshold = 1400.00f; this->LandSoundFallSpeedThreshold = 600.00f; this->PushBumpedPawnClass = NULL; this->NetworkSmoothingVisibilityThreshold = 0.25f; this->PlayerLodRequiredForFloorCheckWhenRendered = 0; this->AILodRequiredForFloorCheckWhenRendered = EFortAILODLevel::AboveNormal; this->VelocityBasedStrafeCurve = NULL; this->VelocityBasedTurnCurve = NULL; this->VelocityBasedBackupCurve = NULL; this->bWasUsingVelocityBasedTurnCurve = false; this->RotationYawRateToRestore = 0.00f; this->FallingSlopeSafeSlideAngleCached = 0.00f; this->FallingSlopeSafeSlideNormalZ = 0.00f; this->SkydivingMaxSmoothUpdateDistanceScale = 3.00f; this->SlideTimeUntilReset = 0.10f; this->SlideIfVelocityLessThanZ = -400.00f; this->GravityCeilingRelation = -1; this->CurrentZiplineVelocityDirection = 0.00f; this->GracePeriodToConnectToZipline = 0.00f; this->FallingStartedZ = 0.00f; this->bTriggeredFallingFeedbackSinceLanded = false; this->bUpdatesFloorWhenNotInFullSimulation = false; this->bUpdatesFloorWhenNotInFullSimulationOnlyOnNetUpdate = false; }