#include "FortPlayerPawn.h" #include "Components/PostProcessComponent.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AFortPlayerPawn::VerifySkydivingMatchesServer() { } void AFortPlayerPawn::UpdatePreviousPositionAndVelocity(float DeltaSeconds, FVector OldLocation, FVector OldVelocity) { } void AFortPlayerPawn::UpdateGameStateModifiedGravity(float GravityMultiplier) { } void AFortPlayerPawn::UpdateAimbotDetectionStatus() { } void AFortPlayerPawn::UnlockCameraAfterVehicleSeatTransition() { } void AFortPlayerPawn::UnableToPerformAction(bool bPlayMontage, const FGameplayTagContainer& FailedReason) { } void AFortPlayerPawn::ToggleGender() { } void AFortPlayerPawn::ToggleBodyType() { } float AFortPlayerPawn::TimeFromJumpApex() const { return 0.0f; } void AFortPlayerPawn::SwitchToPreviousPart(const FString& PartName) { } void AFortPlayerPawn::SwitchToNextPart(const FString& PartName) { } void AFortPlayerPawn::StopItemInteractionAbility(const EItemInteractionStatus ItemInteractionStatus) { } void AFortPlayerPawn::StopFacialFromSnippet() { } void AFortPlayerPawn::StartGhostModeExit(const float InGhostModeExitDuration) { } void AFortPlayerPawn::StartedInteractSearch() { } bool AFortPlayerPawn::ShouldPlayDeathAnimation() { return false; } bool AFortPlayerPawn::ShouldDriverHaveReticle() const { return false; } void AFortPlayerPawn::SetVehicleOverrideExit(bool bIgnoreLaunch) { } void AFortPlayerPawn::SetStasisMode(EFortPawnStasisMode InStasisMode) { } void AFortPlayerPawn::SetPreviousVelocity(FVector OldVelocity) { } void AFortPlayerPawn::SetPreviousPosition(FVector OldPosition) { } void AFortPlayerPawn::SetPetType(const UAthenaPetItemDefinition* PetToCreate) { } void AFortPlayerPawn::SetPendingSkydiveLaunch(bool bPending) { } void AFortPlayerPawn::SetNumActiveBalloons(int32 NewBalloonCount) { } void AFortPlayerPawn::SetInVortex(bool bNewValue, float UpwardLaunchVelocity, float GravityFloorAltitude, float GravityFloorWidth, float GravityFloorGravityScalar, float GravityFloorTerminalVelocity) { } void AFortPlayerPawn::SetInSlipperyMovement(bool bIsSlippery) { } void AFortPlayerPawn::SetHomeActor(AActor* NewActor) { } void AFortPlayerPawn::SetEquippedArmoredInterface(TScriptInterface InInterface) const { } void AFortPlayerPawn::SetBalloonRope(ABuildingGameplayActor* InBalloonRope) { } void AFortPlayerPawn::ServerUpdateVehicleInputStateUnreliable_Implementation(FFortAthenaVehicleInputStateUnreliable ReliableInput, float Timestamp) { } bool AFortPlayerPawn::ServerUpdateVehicleInputStateUnreliable_Validate(FFortAthenaVehicleInputStateUnreliable ReliableInput, float Timestamp) { return true; } void AFortPlayerPawn::ServerUpdateVehicleInputStateReliable_Implementation(FFortAthenaVehicleInputStateReliable ReliableInput) { } bool AFortPlayerPawn::ServerUpdateVehicleInputStateReliable_Validate(FFortAthenaVehicleInputStateReliable ReliableInput) { return true; } void AFortPlayerPawn::ServerUnmarkRespawned_Implementation() { } bool AFortPlayerPawn::ServerUnmarkRespawned_Validate() { return true; } void AFortPlayerPawn::ServerToggleGender_Implementation() { } bool AFortPlayerPawn::ServerToggleGender_Validate() { return true; } void AFortPlayerPawn::ServerToggleBodyType_Implementation() { } bool AFortPlayerPawn::ServerToggleBodyType_Validate() { return true; } void AFortPlayerPawn::ServerSetAttachment_Implementation(FRepFortMeshAttachment Attachment) { } bool AFortPlayerPawn::ServerSetAttachment_Validate(FRepFortMeshAttachment Attachment) { return true; } void AFortPlayerPawn::ServerSetAimbotDetection_Implementation(bool bEnableDetection) { } bool AFortPlayerPawn::ServerSetAimbotDetection_Validate(bool bEnableDetection) { return true; } void AFortPlayerPawn::ServerSendZiplineState_Implementation(const FZiplinePawnState& InZiplineState) { } bool AFortPlayerPawn::ServerSendZiplineState_Validate(const FZiplinePawnState& InZiplineState) { return true; } void AFortPlayerPawn::ServerSendAimbotDetectionStatus_Implementation(const TArray& Payload) { } bool AFortPlayerPawn::ServerSendAimbotDetectionStatus_Validate(const TArray& Payload) { return true; } void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage_Implementation(UAnimMontage* MontageToStop) { } bool AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage_Validate(UAnimMontage* MontageToStop) { return true; } void AFortPlayerPawn::ServerReviveFromDBNO_Implementation(AController* EventInstigator) { } bool AFortPlayerPawn::ServerReviveFromDBNO_Validate(AController* EventInstigator) { return true; } void AFortPlayerPawn::ServerRespawnFromDBNO_Implementation() { } bool AFortPlayerPawn::ServerRespawnFromDBNO_Validate() { return true; } void AFortPlayerPawn::ServerPlayUnableToPerformActionMontage_Implementation() { } bool AFortPlayerPawn::ServerPlayUnableToPerformActionMontage_Validate() { return true; } AFortAthenaVehicle* AFortPlayerPawn::ServerOnExitVehicle() { return NULL; } void AFortPlayerPawn::ServerHandlePickupWithSwap_Implementation(AFortPickup* Pickup, FGuid Swap, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { } bool AFortPlayerPawn::ServerHandlePickupWithSwap_Validate(AFortPickup* Pickup, FGuid Swap, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { return true; } void AFortPlayerPawn::ServerHandlePickupWithRequestedSwap_Implementation(AFortPickup* Pickup, FGuid Swap, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { } bool AFortPlayerPawn::ServerHandlePickupWithRequestedSwap_Validate(AFortPickup* Pickup, FGuid Swap, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { return true; } void AFortPlayerPawn::ServerHandlePickup_Implementation(AFortPickup* Pickup, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { } bool AFortPlayerPawn::ServerHandlePickup_Validate(AFortPickup* Pickup, float InFlyTime, const FVector InStartDirection, bool bPlayPickupSound) { return true; } void AFortPlayerPawn::ServerEquipLastWeaponOrGadget_Implementation(bool bForce) { } bool AFortPlayerPawn::ServerEquipLastWeaponOrGadget_Validate(bool bForce) { return true; } void AFortPlayerPawn::ServerCyclePart_Implementation(EFortCustomPartType Part, bool bNextPart) { } bool AFortPlayerPawn::ServerCyclePart_Validate(EFortCustomPartType Part, bool bNextPart) { return true; } void AFortPlayerPawn::ServerCycleColorSwatch_Implementation(EColorSwatchType SwatchType, bool bNext) { } bool AFortPlayerPawn::ServerCycleColorSwatch_Validate(EColorSwatchType SwatchType, bool bNext) { return true; } void AFortPlayerPawn::ServerCycleAccessoryColorSwatch_Implementation(EFortCustomPartType Part, bool bNext) { } bool AFortPlayerPawn::ServerCycleAccessoryColorSwatch_Validate(EFortCustomPartType Part, bool bNext) { return true; } void AFortPlayerPawn::ServerChoosePart_Implementation(EFortCustomPartType Part, UCustomCharacterPart* ChosenCharacterPart) { } bool AFortPlayerPawn::ServerChoosePart_Validate(EFortCustomPartType Part, UCustomCharacterPart* ChosenCharacterPart) { return true; } void AFortPlayerPawn::ServerChooseGender_Implementation(EFortCustomGender Gender) { } bool AFortPlayerPawn::ServerChooseGender_Validate(EFortCustomGender Gender) { return true; } void AFortPlayerPawn::ReviveFromDBNO(AController* EventInstigator) { } void AFortPlayerPawn::ResetGameplayAttributes(const bool bIgnoreStatClamp) { } void AFortPlayerPawn::ResetClothAndDynamics() { } void AFortPlayerPawn::RemoveAttachment() { } void AFortPlayerPawn::RemoveAbilityAITarget(AFortAIPawn* InTarget) { } void AFortPlayerPawn::RandomizeCharacter(const FString& GenderString) { } void AFortPlayerPawn::PushFootstepBankOverride(int32 Priority, UFortFootstepAudioBank* InFootstepBankOverride) { } void AFortPlayerPawn::PushAnimBPOverride(int32 Priority, TSubclassOf InAnimBPOverride) { } void AFortPlayerPawn::PopFootstepBankOverride(int32 Priority, UFortFootstepAudioBank* InFootstepBankOverride) { } void AFortPlayerPawn::PopAnimBPOverride(int32 Priority, TSubclassOf InAnimBPOverride) { } void AFortPlayerPawn::PerformSupplementalKillVolumeSweep() { } void AFortPlayerPawn::PassengerToPassengerAnimationStopped() { } void AFortPlayerPawn::PassengerToDriverAnimationStopped() { } void AFortPlayerPawn::OnRep_VehicleInputStateUnreliable() { } void AFortPlayerPawn::OnRep_StoredControlRotation() { } void AFortPlayerPawn::OnRep_StartedInteractSearch() { } void AFortPlayerPawn::OnRep_ReplicatedSkyTube() { } void AFortPlayerPawn::OnRep_ReplicatedIsInVortex() { } void AFortPlayerPawn::OnRep_ReplicatedIsInSlipperyMovement() { } void AFortPlayerPawn::OnRep_ParachuteLockedOpen() { } void AFortPlayerPawn::OnRep_ParachuteAttachment() { } void AFortPlayerPawn::OnRep_IsTargeting() { } void AFortPlayerPawn::OnRep_IsSlopeSliding() { } void AFortPlayerPawn::OnRep_IsSkydivingFromBus() { } void AFortPlayerPawn::OnRep_IsSkydiving(bool bPreviousState) { } void AFortPlayerPawn::OnRep_IsParachuteOpen(bool bPreviousState) { } void AFortPlayerPawn::OnRep_IsOutsideSafeZone() { } void AFortPlayerPawn::OnRep_InVehicle() { } void AFortPlayerPawn::OnRep_FootstepBankOverride() { } void AFortPlayerPawn::OnRep_CosmeticLoadout() { } void AFortPlayerPawn::OnRep_ControlledRCPawn() { } void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo() { } void AFortPlayerPawn::OnRep_AttachmentMesh() { } void AFortPlayerPawn::OnRep_AnimBPOverride() { } void AFortPlayerPawn::OnRep_AccelerationZPack() { } void AFortPlayerPawn::OnRep_AccelerationPack() { } void AFortPlayerPawn::OnCapsuleBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AFortPlayerPawn::MulticastUpdateVehicleInputStateReliable_Implementation(FFortAthenaVehicleInputStateReliable ReliableInput) { } void AFortPlayerPawn::MarkSafe(TSubclassOf GEtoApply) { } void AFortPlayerPawn::ManualReviveFromDBNO() { } bool AFortPlayerPawn::LocalIsTryingToGetPickup() { return false; } void AFortPlayerPawn::ListCharacterParts(const FString& GenderAndOrPartString) const { } bool AFortPlayerPawn::IsZiplining() { return false; } bool AFortPlayerPawn::IsUsingUmbrella() const { return false; } bool AFortPlayerPawn::IsUsingPersonalVehicle() const { return false; } bool AFortPlayerPawn::IsSprinting() const { return false; } bool AFortPlayerPawn::IsSkydivingFromLaunchPad() const { return false; } bool AFortPlayerPawn::IsSkydivingFromBus() const { return false; } bool AFortPlayerPawn::IsSkydiving() const { return false; } bool AFortPlayerPawn::IsPassivelySkydiving() const { return false; } bool AFortPlayerPawn::IsPassengerInVehicle() const { return false; } bool AFortPlayerPawn::IsParachuteOpen() const { return false; } bool AFortPlayerPawn::IsParachuteLockedOpen() const { return false; } bool AFortPlayerPawn::IsParachuteForcedOpen() const { return false; } bool AFortPlayerPawn::IsOperatingTurret() const { return false; } bool AFortPlayerPawn::IsInVortex() const { return false; } bool AFortPlayerPawn::IsInVehicle() const { return false; } bool AFortPlayerPawn::IsInSlipperyMovement() const { return false; } bool AFortPlayerPawn::IsInSkyTube() const { return false; } bool AFortPlayerPawn::IsInInteractBlockingVehicle() const { return false; } bool AFortPlayerPawn::IsInCharacterCustomization() const { return false; } bool AFortPlayerPawn::IsDrivingVehicle() const { return false; } bool AFortPlayerPawn::IsDrivingInteractBlockingVehicle() const { return false; } bool AFortPlayerPawn::IsActivelyStrafingInAir() const { return false; } bool AFortPlayerPawn::IsActivelySkydivingUpInVortex() const { return false; } bool AFortPlayerPawn::IsActivelySkydiving() const { return false; } bool AFortPlayerPawn::HasRespawnedInAir() const { return false; } bool AFortPlayerPawn::HasRecentlyExitedZiplineFromJumping() const { return false; } bool AFortPlayerPawn::HasControlledRCPawn() const { return false; } void AFortPlayerPawn::HandleInStasis() { } TScriptInterface AFortPlayerPawn::GetVehicleUInterface() const { return NULL; } uint8 AFortPlayerPawn::GetVehicleSeatIndex() const { return 0; } bool AFortPlayerPawn::GetVehicleOverrideExit() { return false; } AActor* AFortPlayerPawn::GetVehicleActor() const { return NULL; } AFortAthenaVehicle* AFortPlayerPawn::GetVehicle() const { return NULL; } EFortPawnStasisMode AFortPlayerPawn::GetStasisMode() const { return EFortPawnStasisMode::None; } float AFortPlayerPawn::GetStamina() const { return 0.0f; } FVector AFortPlayerPawn::GetSlopeSlidingNormal() const { return FVector{}; } void AFortPlayerPawn::GetSlopeSlidingAngles(float& LocalPitch, float& LocalRoll) const { } USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const { return NULL; } float AFortPlayerPawn::GetSimulatedAttributeValue(const FGameplayAttribute& Attribute, const float DefaultValue) const { return 0.0f; } FVector AFortPlayerPawn::GetPreviousVelocity() { return FVector{}; } FVector AFortPlayerPawn::GetPreviousPosition() { return FVector{}; } bool AFortPlayerPawn::GetPendingSkydiveLaunch() const { return false; } int32 AFortPlayerPawn::GetPawnRawBudgetValue() const { return 0; } int32 AFortPlayerPawn::GetPawnMovementLOD() const { return 0; } int32 AFortPlayerPawn::GetPawnLOD() const { return 0; } int32 AFortPlayerPawn::GetNumActiveBalloons() const { return 0; } float AFortPlayerPawn::GetMaxStamina() const { return 0.0f; } bool AFortPlayerPawn::GetIsSlopeSliding() const { return false; } AActor* AFortPlayerPawn::GetHomeActor() const { return NULL; } void AFortPlayerPawn::GetGender(bool& IsMale, bool& IsFemale) const { } UAnimMontage* AFortPlayerPawn::GetFrontendAnimMontageIdleOverride() const { return NULL; } int32 AFortPlayerPawn::GetExtraLives() const { return 0; } AFortSkyTube* AFortPlayerPawn::GetCurrentSkyTube() const { return NULL; } /* TSoftObjectPtr AFortPlayerPawn::GetContrailParticleSystemSoftRef() { return NULL; }*/ EFortCustomGender AFortPlayerPawn::GetCharacterGender() const { return EFortCustomGender::Invalid; } EFortCustomBodyType AFortPlayerPawn::GetCharacterBodyType() const { return EFortCustomBodyType::Small; } float AFortPlayerPawn::GetBaseAimPitchQuantized() const { return 0.0f; } void AFortPlayerPawn::ForceDetachFromRemoteControlledPawn() { } void AFortPlayerPawn::ExitSkyTube(AFortSkyTube* SkyTube, bool& bIsLastTube) { } void AFortPlayerPawn::EnterSkyTube(AFortSkyTube* SkyTube, bool& bIsFirstTube) { } void AFortPlayerPawn::EndZiplining(bool bFromJump) { } void AFortPlayerPawn::EndSkydiving() { } void AFortPlayerPawn::EndHovering() { } void AFortPlayerPawn::EndGhostModeExit() { } void AFortPlayerPawn::EndedInteractSearch() { } void AFortPlayerPawn::DriverToPassengerAnimationStopped() { } bool AFortPlayerPawn::DontCrossArms() const { return false; } void AFortPlayerPawn::DisableFaceRotation(float DurationInSeconds, bool bSetStasis) { } void AFortPlayerPawn::DestroyBalloonRope() { } void AFortPlayerPawn::DebugDestroyVehicle() { } void AFortPlayerPawn::ClientResetAbilitySystemComponent_Implementation() { } void AFortPlayerPawn::ClientNotifyAbilityFailed_Implementation(const UGameplayAbility* FailedAbility, const FGameplayTagContainer& FailedReason) { } void AFortPlayerPawn::ClientAcknowledgeVehicleInputState_Implementation(float Timestamp) { } void AFortPlayerPawn::ClearExistingCosmeticPetInstance() { } bool AFortPlayerPawn::CanUseInventoryAsDriver() const { return false; } bool AFortPlayerPawn::CanShootFromVehicle() const { return false; } bool AFortPlayerPawn::CanPredictJumpApex() { return false; } void AFortPlayerPawn::CancelJumpAbility() { } void AFortPlayerPawn::BP_ForceOpenParachute() { } void AFortPlayerPawn::BP_ForceLockParachuteOpen(bool bLocked) { } void AFortPlayerPawn::BeginZiplining(const AFortAthenaZipline* Zipline, USceneComponent* SocketComponent, FName SocketName, FVector SocketOffset) { } void AFortPlayerPawn::BeginSkydiving(bool bFromBus) { } void AFortPlayerPawn::BeginHovering() { } void AFortPlayerPawn::AITargetDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void AFortPlayerPawn::AddAttachment(USkeletalMesh* Attachment, UAnimBlueprint* InAnimBP) { } void AFortPlayerPawn::AddAbilityAITarget(AFortAIPawn* InTarget) { } void AFortPlayerPawn::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortPlayerPawn, bIsOutsideSafeZone); DOREPLIFETIME(AFortPlayerPawn, bIsNearSafeZoneEdge); DOREPLIFETIME(AFortPlayerPawn, bIsTargeting); DOREPLIFETIME(AFortPlayerPawn, StasisMode); DOREPLIFETIME(AFortPlayerPawn, BuildingState); DOREPLIFETIME(AFortPlayerPawn, AccelerationZPack); DOREPLIFETIME(AFortPlayerPawn, CachedTeamControllingRC); DOREPLIFETIME(AFortPlayerPawn, BalloonActiveCount); DOREPLIFETIME(AFortPlayerPawn, bIsSkydiving); DOREPLIFETIME(AFortPlayerPawn, bIsParachuteOpen); DOREPLIFETIME(AFortPlayerPawn, bIsParachuteForcedOpen); DOREPLIFETIME(AFortPlayerPawn, bIsSkydivingFromBus); DOREPLIFETIME(AFortPlayerPawn, bIsSkydivingFromLaunchPad); DOREPLIFETIME(AFortPlayerPawn, bReplicatedIsInVortex); DOREPLIFETIME(AFortPlayerPawn, bReplicatedIsInSlipperyMovement); DOREPLIFETIME(AFortPlayerPawn, bIsSlopeSliding); DOREPLIFETIME(AFortPlayerPawn, bIsProxySimulationTimedOut); DOREPLIFETIME(AFortPlayerPawn, bInGliderRedeploy); DOREPLIFETIME(AFortPlayerPawn, bStartedInteractSearch); DOREPLIFETIME(AFortPlayerPawn, bIsUsingJetpack); DOREPLIFETIME(AFortPlayerPawn, bIsPlayingEmote); DOREPLIFETIME(AFortPlayerPawn, bIsRespawning); DOREPLIFETIME(AFortPlayerPawn, bIsRespawningInAir); DOREPLIFETIME(AFortPlayerPawn, VehicleInputStateUnreliable); DOREPLIFETIME(AFortPlayerPawn, ZiplineState); DOREPLIFETIME(AFortPlayerPawn, bCanPredictJumpApex); DOREPLIFETIME(AFortPlayerPawn, VehicleStateRep); DOREPLIFETIME(AFortPlayerPawn, CosmeticLoadout); DOREPLIFETIME(AFortPlayerPawn, RepCharPartAnimMontageInfo); DOREPLIFETIME(AFortPlayerPawn, ClientObservedStats); DOREPLIFETIME(AFortPlayerPawn, AnimBPOverride); DOREPLIFETIME(AFortPlayerPawn, FootstepBankOverride); DOREPLIFETIME(AFortPlayerPawn, PackedReplicatedSlopeAngles); DOREPLIFETIME(AFortPlayerPawn, PlayerStatus); DOREPLIFETIME(AFortPlayerPawn, AccelerationPack); DOREPLIFETIME(AFortPlayerPawn, bParachuteLockedOpen); DOREPLIFETIME(AFortPlayerPawn, AttachmentMesh); DOREPLIFETIME(AFortPlayerPawn, VortexParams); DOREPLIFETIME(AFortPlayerPawn, ReplicatedSkyTube); DOREPLIFETIME(AFortPlayerPawn, PetState); DOREPLIFETIME(AFortPlayerPawn, ParachuteAttachment); DOREPLIFETIME(AFortPlayerPawn, RemoteViewData32); DOREPLIFETIME(AFortPlayerPawn, ControlledRCPawn); DOREPLIFETIME(AFortPlayerPawn, StoredControlRotation); } AFortPlayerPawn::AFortPlayerPawn() { this->bIsOutsideSafeZone = false; this->bIsNearSafeZoneEdge = false; this->bPlayingSafeZoneEffects = false; this->bDoSafeZoneCleanup = false; this->bIsSprintJump = false; this->bPlayingPassengerToPassengerAnimation = false; this->bPlayingDriverToPassengerAnimation = false; this->bCameraLockedForVehicleSeatTransition = false; this->bIsTargeting = false; this->bBalloonMovementActivated = false; this->bIsScriptedBot = false; this->bBuildHotfix = false; this->StasisMode = EFortPawnStasisMode::None; this->BuildingState = EFortBuildingState::None; this->AccelerationZPack = 0; this->ParachuteDirectionalSpeedMultiplierCurve = NULL; this->SkydivingDirectionalSpeedMultiplierCurve = NULL; this->BallooningDirectionalSpeedMultiplierCurve = NULL; this->DirectionalSpeedMultiplierCurve = NULL; this->CachedTeamControllingRC = 0; this->BalloonActiveCount = 0; this->bParachuteDeployFixedVerticalDistance = true; this->bIsSkydiving = false; this->bIsParachuteOpen = false; this->bLocalIsSkydiving = false; this->bIsParachuteForcedOpen = false; this->bIsSkydivingFromBus = false; this->bIsSkydivingFromLaunchPad = false; this->bPendingSkydiveLaunch = false; this->bIsInVortex = false; this->bReplicatedIsInVortex = false; this->bIsInSlipperyMovement = false; this->bReplicatedIsInSlipperyMovement = false; this->bIsBelowAutoDeployTestHeight = false; this->bIsSlopeSliding = false; this->bIsProxySimulationTimedOut = false; this->bIsPedestalHero = false; this->bInGliderRedeploy = false; this->bBeingRepossessed = false; this->bInitAbilitySystemComponentFromPlayerState = true; this->bStartedInteractSearch = false; this->bPawnLODDirty = false; this->bIsUsingJetpack = false; this->bIsPlayingEmote = false; this->bShowingOverdriveEffect = false; this->bIsRespawning = false; this->bIsRespawningInAir = false; this->bInitializedPostRepPlayerState = false; this->bCharacterPartsCastIndirectShadows = true; this->CharacterGender = EFortCustomGender::Invalid; // this->CharacterBodyType = EFortCustomBodyType::Medium; this->JumpLastActivatedTime = -1.00f; this->CrouchMeshOffset = -55.00f; this->OutsideSafeZoneBlendSpeed = 2.00f; this->CurrentOutsideSafeZonePPVBlend = 0.00f; this->TargetOutsideSafeZonePPVBlend = 0.00f; this->OutsideSafeZonePPComponent = CreateDefaultSubobject(TEXT("OutsideSafeZonePP0")); this->SafeZoneAppliedGE = NULL; this->SelfReviveGameplayEffect = NULL; this->TeammateReviveGameplayEffect = NULL; this->DBNOInteractionCollisionProfile = TEXT("FortTriggerOnlyInteractions"); this->DBNODeferTime = 3.00f; this->DBNOInteractCollisionComponent = NULL; this->AggroRangeOverride = 500.00f; this->LastBuildingMetadata = NULL; this->SprintCancelTime = 0.00f; this->bCanPredictJumpApex = false; this->UnableToPerformActionMontage = NULL; this->UnableToPerformActionSound = NULL; this->MoveSoundStimulusBroadcastInterval = 0.50f; this->EmoteStartTime = 0.00f; this->bPlayingPassengerToDriverAnimation = false; this->VehicleSpeedAtTimeOfJump = 0.00f; this->BalloonRope = NULL; this->SlopeCameraOffsetFrameCounter = 0; this->VehicleInputComponent = NULL; this->BluePrintPlaceAnimation = NULL; this->BluePrintEditAnimation = NULL; this->BlueprintPaperMID = NULL; this->AccessoryColorSwatchHandler[0] = NULL; this->AccessoryColorSwatchHandler[1] = NULL; this->AccessoryColorSwatchHandler[2] = NULL; this->AccessoryColorSwatchHandler[3] = NULL; this->AccessoryColorSwatchHandler[4] = NULL; this->AccessoryColorSwatchHandler[5] = NULL; this->HACK_CustomPRIComponent = NULL; this->CharacterParts[0] = NULL; this->CharacterParts[1] = NULL; this->CharacterParts[2] = NULL; this->CharacterParts[3] = NULL; this->CharacterParts[4] = NULL; this->CharacterParts[5] = NULL; this->CharacterColorSwatches[0] = NULL; this->CharacterColorSwatches[1] = NULL; this->CharacterPartColorSwatches[0] = NULL; this->CharacterPartColorSwatches[1] = NULL; this->CharacterPartColorSwatches[2] = NULL; this->CharacterPartColorSwatches[3] = NULL; this->CharacterPartColorSwatches[4] = NULL; this->CharacterPartColorSwatches[5] = NULL; this->CharacterPartSkeletalMeshComponents[0] = NULL; this->CharacterPartSkeletalMeshComponents[1] = NULL; this->CharacterPartSkeletalMeshComponents[2] = NULL; this->CharacterPartSkeletalMeshComponents[3] = NULL; this->CharacterPartSkeletalMeshComponents[4] = NULL; this->CharacterPartSkeletalMeshComponents[5] = NULL; this->CharacterPartSMHiddenRefCount[0] = 0; this->CharacterPartSMHiddenRefCount[1] = 0; this->CharacterPartSMHiddenRefCount[2] = 0; this->CharacterPartSMHiddenRefCount[3] = 0; this->CharacterPartSMHiddenRefCount[4] = 0; this->CharacterPartSMHiddenRefCount[5] = 0; this->PreviousCharacterParts[0] = NULL; this->PreviousCharacterParts[1] = NULL; this->PreviousCharacterParts[2] = NULL; this->PreviousCharacterParts[3] = NULL; this->PreviousCharacterParts[4] = NULL; this->PreviousCharacterParts[5] = NULL; this->CharacterPartModifiers[0] = NULL; this->CharacterPartModifiers[1] = NULL; this->CharacterPartModifiers[2] = NULL; this->CharacterPartModifiers[3] = NULL; this->CharacterPartModifiers[4] = NULL; this->CharacterPartModifiers[5] = NULL; this->AnimBPOverride = NULL; this->OriginalAnimBP = NULL; this->OnCrouchStartSound = NULL; this->OnCrouchEndSound = NULL; this->FootstepBankOverride = NULL; this->OriginalFootstepBank = NULL; this->PickupSpeedMultiplier = 1.00f; this->MaxIndicatorVisibilityDistForEnemies = 4750.00f; this->MaxIndicatorVisibilityDistForAllies = -1.00f; this->PackedReplicatedSlopeAngles = 0; this->CustomizationAssetLoader = NULL; this->SpawnParticles = NULL; this->SpawnSound = NULL; this->NumSecondsOnGroundBeforeStoppingRagdoll = 5.00f; this->bIsLocalPlayer = false; this->bDamagedEnemy = false; this->PlayerStatus = 0; this->AccelerationPack = 0; this->VisibilityComponent = NULL; this->BlendablesPostProcessComp = NULL; this->bUseControllerRotationYawToRestore = false; this->CurrentGliderOpenSound = NULL; this->CurrentGliderCloseSound = NULL; this->bParachuteLockedOpen = false; this->bLocalParachuteLockedOpen = false; this->AttachmentMeshComponent = NULL; this->BotScriptedBehavior = NULL; this->ReplicatedSkyTube = NULL; this->CurrentSkyTube = NULL; this->GliderClass = NULL; this->PetState = NULL; this->CosmeticPetInstance = NULL; this->ParachuteAttachment = NULL; this->ParachuteAttachSocket = TEXT("weapon_r"); this->ParachuteCooldownToOpen = 0.50f; this->ParachuteCooldownToClose = 0.50f; this->PreDrivingAnimBP = NULL; this->ParachuteAudioLoop = NULL; this->ParachuteAndSkydiveAudioFadeInTime = 0.50f; this->ParachuteAndSkydiveAudioFadeOutTime = 0.20f; this->SkydiveAudioLoop = NULL; this->SkydivingLoop1P = NULL; this->SkydivingLoop3P = NULL; this->ParachuteOpenLoop1P = NULL; this->ParachuteOpenLoop3P = NULL; this->RemoteViewData32 = 0; this->LastQuickBarSwitchRequestTime = 0.00f; this->CrouchStartTime = 0.00f; this->CrouchEndTime = 0.00f; this->CrouchLerpTime = 0.25f; this->MeleeAbilityCooldown = 0.00f; this->GhostModeExitStartTime = 0.00f; this->GhostModeExitDuration = 0.00f; this->bAllowClientsideBuildingToolEquipPrediction = true; }