Files
2026-04-22 15:51:07 +02:00

52 lines
1.6 KiB
C++

#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;
}