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

53 lines
1.8 KiB
C++

#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;
}