#include "FortPlayerAnimInstance.h" void UFortPlayerAnimInstance::HandleBeginSkydiving() { } float UFortPlayerAnimInstance::GetRelativeAngle(float MovementAngle, EFortCardinalDirection Direction, bool bMirrorBackside) const { return 0.0f; } EFortCardinalDirection UFortPlayerAnimInstance::GetCardinalDirectionFromAngle(float Angle, float DeadZoneAngle) const { return EFortCardinalDirection::North; } void UFortPlayerAnimInstance::AnimNotify_StopFireFX(const UAnimNotify* Notify) { } void UFortPlayerAnimInstance::AnimNotify_SkydiveAdditiveEnd(const UAnimNotify* Notify) { } void UFortPlayerAnimInstance::AnimNotify_PlayWeaponInspect(const UAnimNotify* Notify) { } void UFortPlayerAnimInstance::AnimNotify_PlaySecondaryFireFX(const UAnimNotify* Notify) { } void UFortPlayerAnimInstance::AnimNotify_PlayFireFX(const UAnimNotify* Notify) { } UFortPlayerAnimInstance::UFortPlayerAnimInstance() { this->DeltaTime = 0.00f; this->FortPlayerPawn = NULL; this->BodyType = (EFortCustomBodyType)0; this->AnimBodyType = EFortPlayerAnimBodyType::Small; this->Gender = EFortCustomGender::Invalid; this->FallAnimDuration = 0.00f; this->FallPlayRate = 0.00f; this->FortPlayerPawnAthena = NULL; this->JogStartSpeedWarpingAlpha = 0.00f; this->SlopeWarpingAlpha = 0.00f; this->DBNOSlopeWarpingAlpha = 0.00f; this->DBNOTurnPlayRate = 0.00f; this->ADSToNonADSBlendTime = 0.00f; this->NonADSToADSBlendTime = 0.00f; this->RightHandIKAlpha = 0.00f; this->LeftHandIKAlpha = 0.00f; this->LeftHandFKAlpha = 0.00f; this->bEnableHandIK = true; this->SnapWeapon_LHandAlpha = 0.00f; this->LegIKAlpha = 0.00f; this->bIsSlopeSliding = false; this->SlopeSlidingPitch = 0.00f; this->SlopeSlidingRoll = 0.00f; this->JumpAdditiveLayerAlpha = 0.00f; this->JumpAdditiveLeanAlpha = 0.00f; this->DisableArmsHeadAdditiveCurveAlpha = 0.00f; this->DisableIKRootAdditiveCurveAlpha = 0.00f; this->DisableUpperBodyAdditiveMeshSpaceCurveAlpha = 0.00f; this->AimPitchAdjustment = 0.00f; this->AimYawAdjustment = 0.00f; this->MaxAimYawAdjustment = 88.00f; this->MaxPitch = 88.00f; this->MaxYaw = 88.00f; this->ReticleAimDistance = 300.00f; this->AimAdjustmentInterpSpeed = 12.00f; this->AimTwistCorrectionExponent = 4.00f; this->AimDriverDownwardPitchCorrectionScale = -0.75f; this->AimDriverUpwardPitchCorrectionScale = -0.75f; this->WeaponAimingFreezeCurveName = TEXT("WeaponAimingFreeze"); this->ConsumableOffsetPose = NULL; this->bAimWeaponTowardsReticle = false; this->bDebugWeaponAiming = false; this->bCachedPawnTransform = false; this->bHasValidWeaponMuzzleSocket = false; this->bUseCustomFloorOffset = false; this->bPlayConsumableOffsetPose = false; this->bIsOnGround = false; this->bIsTargeting = false; this->bPlayUpperBodyTargeting = false; this->bPlayingRootMotion = false; this->bIsStunned = false; this->bIsMontagePlaying = false; this->bIsPlayingMeleeAnim = false; this->bIsGoingCommando = false; this->bWasRelaxedLevel1 = false; this->bTempIsRelaxedLevel1 = false; this->bIsCrouching = false; this->bIsCrouchMoving = false; this->bIsCrouchSprinting = false; this->bUsingHoverboard = false; this->bIsSprinting = false; this->bIsAccelerating2D = false; this->bIsMoving2D = false; this->bIsAboveMinimumLocomotionSpeed = false; this->bIsBackpedaling = false; this->bShouldWalkRightFootFwd = false; this->bShouldPlayJogStartTransition = false; this->bShouldPlayJogStopTransition = false; this->bShouldPlayJogPivotTransition = false; this->bStartTransitionActive = false; this->bStopTransitionActive = false; this->bPivotTransitionActive = false; this->bShouldPlayPostPivotTransition = false; this->bShouldEarlyOutStartState = false; this->bShouldEarlyOutStopState = false; this->bShouldEarlyOutPivotState = false; this->bIsDBNO = false; this->bIsUsingJetpack = false; this->bIsUsingRemoteControlPawn = false; this->bIsInVehicle = false; this->bIsInShoppingCart = false; this->bIsShoppingCartFrontPassenger = false; this->bIsShoppingCartSidePassenger = false; this->bIsInCannon = false; this->bHasFacialAnimationData = false; this->bStopJogDoOnceTriggered = false; this->bStartJogDoOnceTriggered = false; this->bPivotTransitionDoOnceTriggered = true; this->bPostPivotTransitionDoOnceTriggered = false; this->bIsFallingSlow = false; this->bIsFloatingHigher = false; this->bIsFloatingHigherInAir = false; this->bIsBalloonInAir = false; this->bHasBalloons = false; this->bIsGhost = false; this->bHasIcyFeet = false; this->bIsMovingAndInMotionEmote = false; this->bIsPlayingEmote = false; this->bIsGrappleRopeActive = false; this->BuildingState = EFortBuildingState::Placement; this->TargetingWeight = 0.00f; this->MeleeTwistCurveValue = 0.00f; this->JumpUpperBodyBlendWeight = 0.00f; this->RightArmMaskWeight = 0.00f; this->LeftArmMaskWeight = 0.00f; this->UpperBodyNoAdditivesMaskWeight = 0.00f; this->LocomotionAdditiveAlpha = 0.00f; this->LocalAccelYawAngle = 0.00f; this->LocalAccelYawAngleLastTick = 0.00f; this->LocalAccelDeltaYawAngle = 0.00f; this->MaxSpeed = 0.00f; this->VelocityZ = 0.00f; this->Speed2D = 0.00f; this->LocalVelocityYawAngle = 0.00f; this->LocalVelocityYawAngleMinusJogBlendSpaceRotation = 0.00f; this->LocalVelocityYawAngleMinusMeleeTwist = 0.00f; this->LocalAccelVelocityYawDelta = 0.00f; this->SpeedAdjustedPlayRate = 0.00f; this->LeanAdditiveAlpha = 0.00f; this->LeanAngle = 0.00f; this->SprintYawAngle = 0.00f; this->LocomotionTransitionAdditiveAlpha = 0.00f; this->StartStateWeight = 0.00f; this->StartStateRotationMultiplier = 0.00f; this->StartAnimDeltaAngleNorth = 0.00f; this->StartAnimDeltaAngleEast = 0.00f; this->StartAnimDeltaAngleSouth = 0.00f; this->StartAnimDeltaAngleWest = 0.00f; this->StopStateRotationMultiplier = 0.00f; this->StopStateWeight = 0.00f; this->StopAnimDeltaAngle = 0.00f; this->JogPrePivotTimer = 0.00f; this->PivotStateWeight = 0.00f; this->PrePivotAnimDeltaAngle = 0.00f; this->PostPivotAnimDeltaAngle = 0.00f; this->TransitionPlayRate = 0.00f; this->YawDeltaCurrentTick = 0.00f; this->YawDeltaLastTick = 0.00f; this->YawDeltaSmoothed = 0.00f; this->AbsYawDeltaSmoothed = 0.00f; this->PawnToVehicleDeltaYawAngleDegrees = 0.00f; this->LastPawnToVehicleDeltaYawAngleDegrees = 0.00f; this->WeaponCoreAnim = EFortWeaponCoreAnimation::MAX; this->WeaponAnimSet = NULL; this->PreviousFrameLocomotionCardinalDirection = EFortCardinalDirection::North; this->LocomotionCardinalDirection = EFortCardinalDirection::North; this->StartTransitionInitialDirection = EFortCardinalDirection::North; this->StopCardinalDirection = EFortCardinalDirection::North; this->PrePivotCardinalDirection = EFortCardinalDirection::North; this->PostPivotCardinalDirection = EFortCardinalDirection::North; this->TargetingSpeed = 12.00f; this->JumpUpperBodyBlendSpeed = 12.00f; this->TargetingWeightInLocomotion = 0.00f; this->MinimumLocomotionSpeed = 6.00f; this->BackpedalSpeedThresholdAngle = 108.00f; this->SpeedAdjustedPlayratePivotSpeed = 4.00f; this->AuthoredCrouchSprintSpeed = 200.00f; this->AuthoredCrouchWalkSpeed = 200.00f; this->AuthoredCrouchJogSpeed = 200.00f; this->AuthoredSprintSpeed = 600.00f; this->AuthoredWalkSpeed = 150.00f; this->AuthoredJogBwdSpeed = 250.00f; this->AuthoredJogFwdSpeed = 365.00f; this->AuthoredJogStrafeSpeed = 365.00f; this->LeanFadeInSpeed = 6.00f; this->LeanFadeOutSpeed = 8.00f; this->LeanAngleMultiplier = 3.40f; this->LeanAngleBackpedalMultiplier = 0.30f; this->SprintYawAngleInterpSpeed = 12.00f; this->SprintYawAngleFadeOutSpeed = 10.00f; this->LocomotionDeadZoneAngle = 6.00f; this->StartStateRotationFadeInSpeed = 5.00f; this->StopStateRotationFadeOutSpeed = 3.00f; this->JogPivotTimeToPivot = 0.12f; this->PostPivotAnimInterpSpeed = 4.00f; this->MaxAllowedPivotRotation = 55.00f; this->MeleeTwistCurveValueName = TEXT("MeleeTwist"); this->MeleeAnimCurveValueName = TEXT("MeleeAnim"); this->AdditiveLayerCurveValueName = TEXT("AdditiveLayer"); this->MaskRightArmCurveValueName = TEXT("MaskRightArm"); this->StartAnimCurveValueName = TEXT("StartAnim"); this->StopAnimCurveValueName = TEXT("StopAnim"); this->PivotAnimCurveValueName = TEXT("PivotAnim"); this->bEnableAdditiveLayer = true; this->bShouldDisableJogTransitions = false; this->bIsShieldUp = false; this->bIsJumpBoosting = false; this->bIsRelaxedLevel1AndNotJumpBoosting = false; this->bPlayWeaponInspect = false; this->bInterruptWeaponInspect = false; this->bInterruptWeaponInspectNoBlend = false; this->bPlayRelaxedEntry = false; this->bInterruptRelaxedEntryNoBlend = false; this->HeadTrackingReticleSocketName = TEXT("Glasses"); this->HeadTrackingReticleSocketLookAtAxis = EAxis::Y; this->HeadTrackingReticleInterpSpeed = 12.00f; this->HeadTrackingReticlePitchAlpha = 0.50f; this->HeadTrackingReticleAimDistance = 100.00f; this->HeadTrackingReticleAimDistanceDownsights = 60.00f; this->IdlePelvisOffsetAlpha = 0.00f; this->PawnLOD = 0; this->WeaponInspectDelayTimeRemaining = 0.00f; this->MinDelayBetweenWeaponInspects = 0.00f; this->DisabledFullBodySprintTimeRemaining = 0.00f; this->bIsFullBodySprintTransitionDisabled = false; this->bTransition_FullBody_Sprinting = false; this->bTransition_FullBody_Stunned = false; this->bTransition_FullBody_DBNOMove = false; this->bTransition_FullBody_DBNOTurn = false; this->bTransition_Fullbody_LaunchpadTakeOff = false; this->bEarlyOut_Lowerbody_Turns = false; this->bTransition_LowerBody_Shuffle = false; this->bTransition_LowerBody_Movement = false; this->bTransition_LocomotionAdditive_CrouchTurning = false; this->bLocomotion_Idles_to_Turns = false; this->bFullBodyAdditives_NewFallAdditive_to_BalloonLoop = false; }