mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#include "FortAnimInstance.h"
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AFortPawn* UFortAnimInstance::TryGetFortPawn() {
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return NULL;
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}
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AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn() {
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return NULL;
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}
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void UFortAnimInstance::AnimNotify_RightFootStep(const UAnimNotify* Notify) {
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}
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void UFortAnimInstance::AnimNotify_LeftFootStep(const UAnimNotify* Notify) {
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}
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UFortAnimInstance::UFortAnimInstance() {
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this->bUpdateAllPawnProperties = true;
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this->VelocityLerpAlpha = 1.00f;
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this->MinSpeed2DThreshold = 25.00f;
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this->PawnSpeed2D = 0.00f;
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this->PawnVelocityZ = 0.00f;
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this->PawnMovementDirectionAzimuth = 0.00f;
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this->PawnMovementDirectionElevation = 0.00f;
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this->bIsJumping = false;
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this->bIsFalling = false;
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this->bShouldPredictLanding = false;
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this->bLandingPredicted = false;
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this->PredictedFallTimeLeft = 0.00f;
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this->FallLookAheadSubStepping = 0.00f;
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this->FallLookAheadMaxIterations = 0;
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this->bDebugLandPrediction = false;
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this->bRecordJumpPositions = false;
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this->bIsRecordingJump = false;
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this->RecordJumpFrameCount = 0;
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this->AimPitch = 0.00f;
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this->AimYaw = 0.00f;
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this->TimeForRecentlyFired = 0.20f;
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this->TimeToReachRelaxedLevel1 = 5.00f;
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this->TimeToReachRelaxedLevel2 = 15.00f;
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this->bRecentlyFired = false;
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this->bIsRelaxedLevel1 = false;
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this->bIsRelaxedLevel2 = false;
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this->RelaxedLevelTimeCounter = 0.00f;
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this->SavedWeaponLastFireTime = 0.00f;
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this->RequestedRelaxedState = EAnimRelaxedState::None;
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this->bClothEnabled = false;
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this->bAnimDynamicsEnabled = false;
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this->bRigidBodyEnabled = false;
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}
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