mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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69 lines
2.6 KiB
C++
69 lines
2.6 KiB
C++
#include "FortPetAnimInstance.h"
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FGameplayTag UFortPetAnimInstance::TEMP_GetActiveTag() {
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return FGameplayTag{};
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}
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void UFortPetAnimInstance::ApplyOrRemoveFlagsFromEmote(const UFortMontageItemDefinitionBase* Emote, bool bApply) {
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}
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UFortPetAnimInstance::UFortPetAnimInstance() {
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this->LookAtAlpha = 0.00f;
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this->LookAtTargetingSpeed = 12.00f;
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this->JumpAnimIndex = 0;
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this->SkydiveRollWhenFloating = 0.00f;
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this->SkydiveRollWhenDiving = 0.00f;
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this->SkydiveRollInterpSpeed = 0.00f;
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this->bIsFlyingPet = false;
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this->bIsOnGround = false;
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this->bIsSlopeSliding = false;
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this->bIsJumpLandComplete = false;
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this->bIsZiplining = false;
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this->bIsBallooning = false;
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this->bIsFlying = false;
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this->bIsInAirNotJumping = false;
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this->bUseSkydiveRotation = false;
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this->bIsSkydivingInGame = false;
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this->bIsTargeting = false;
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this->bIsDBNO = false;
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this->bIsHappy = false;
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this->bIsHunker = false;
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this->bIsFrontEndLobbyPartyMember = false;
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this->bIsOwnerPawnBeingControlledByNonPlayerAnimBP = false;
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this->bIsCrouching = false;
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this->bIsMoving2D = false;
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this->bIsLocomotion = false;
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this->bIsJogging = false;
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this->bIsSprinting = false;
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this->bIsCrouchSprinting = false;
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this->bIsCrouchMoving = false;
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this->bIsTargetingAndMoving = false;
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this->bTransition_Idle_IdleLobby = false;
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this->bTransition_Idle_Locomotion = false;
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this->bTransition_InnerIdle_IdleToHappy = false;
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this->bTransition_Locomotion_StartJump = false;
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this->bTransition_Locomotion_LocomotionHappy = false;
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this->bTransition_Crouch_CrouchToLocomotion = false;
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this->bTransition_Crouching_CrouchToIdle = false;
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this->bTransition_Crouching_CrouchToCrouchADSNotMoving = false;
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this->bTransition_CrouchToCrouchADSNotMoving_Crouching = false;
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this->bTransition_SkyDive_Idle = false;
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this->bTransition_SkyDiveGliding_SkyDiveDiving = false;
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this->bTransition_Hunker_Idle = false;
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this->bTransition_Hunker_Locomotion = false;
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this->bTransition_Hunker_HunkerToCrouch = false;
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this->bTransition_DownSights_ADSToCrouch = false;
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this->bTransition_DownSights_DownSightsToIdle = false;
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this->bTransition_CrouchWalkingDownSights_DownSights = false;
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this->bTransition_IdleLobby_Idle = false;
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this->bTransition_FrontEndSkydive_LobbyHunker = false;
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this->bTransition_FrontEndSkydive_IdleLobby = false;
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this->bTransition_LobbyHunker_HunkerToLobby = false;
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this->bEmotePlaying_WhereHunkeringIsBest = false;
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this->bEmotePlaying_WhereHappyIsBest = false;
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this->bResponse_ShouldBeHappy = false;
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this->LastObservedFrontEndEmote = NULL;
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}
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