mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
#include "FortMovementComp_Character.h"
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bool UFortMovementComp_Character::IsPassivelySkydiving() const {
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return false;
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}
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bool UFortMovementComp_Character::IsPassivelyParachuting() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelyStrafingInAir() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelySkydivingUpInVortex() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelySkydiving() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelyParachuting() const {
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return false;
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}
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UFortMovementComp_Character::UFortMovementComp_Character() {
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this->LandHardSoundFallSpeedThreshold = 1400.00f;
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this->LandSoundFallSpeedThreshold = 600.00f;
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this->PushBumpedPawnClass = NULL;
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this->NetworkSmoothingVisibilityThreshold = 0.25f;
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this->PlayerLodRequiredForFloorCheckWhenRendered = 0;
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this->AILodRequiredForFloorCheckWhenRendered = EFortAILODLevel::AboveNormal;
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this->VelocityBasedStrafeCurve = NULL;
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this->VelocityBasedTurnCurve = NULL;
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this->VelocityBasedBackupCurve = NULL;
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this->bWasUsingVelocityBasedTurnCurve = false;
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this->RotationYawRateToRestore = 0.00f;
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this->FallingSlopeSafeSlideAngleCached = 0.00f;
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this->FallingSlopeSafeSlideNormalZ = 0.00f;
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this->SkydivingMaxSmoothUpdateDistanceScale = 3.00f;
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this->SlideTimeUntilReset = 0.10f;
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this->SlideIfVelocityLessThanZ = -400.00f;
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this->GravityCeilingRelation = -1;
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this->CurrentZiplineVelocityDirection = 0.00f;
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this->GracePeriodToConnectToZipline = 0.00f;
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this->FallingStartedZ = 0.00f;
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this->bTriggeredFallingFeedbackSinceLanded = false;
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this->bUpdatesFloorWhenNotInFullSimulation = false;
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this->bUpdatesFloorWhenNotInFullSimulationOnlyOnNetUpdate = false;
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}
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