Files
UnrealEvent/Project/Source/FortniteGame/Private/FortPlayerAnimInstance_FerretDriver.cpp
2026-04-22 15:51:07 +02:00

57 lines
2.1 KiB
C++

#include "FortPlayerAnimInstance_FerretDriver.h"
void UFortPlayerAnimInstance_FerretDriver::AnimNotify_JumpEntered() {
}
UFortPlayerAnimInstance_FerretDriver::UFortPlayerAnimInstance_FerretDriver() {
this->AbsSteerAngle = 0.00f;
this->bInAir = false;
this->bOnGround = false;
this->bIsInRollAngleThreshold = false;
this->bIsDriveStarting = false;
this->bIsSteeringRotating = false;
this->bIsStopped = false;
this->bIsSlowingDown = false;
this->bIsDrivingFast = false;
this->bIsTurningRightHard = false;
this->bIsTurningLeftHard = false;
this->bIsBraking = false;
this->bIsBoosting = false;
this->bIsJumpTrick = false;
this->JumpPlayRate = 0.00f;
this->bIsJumpFlipping = false;
this->bShouldEnableAO = false;
this->bIsBodyDragging = false;
this->FallDistanceJumpingThreshold = 95.00f;
this->FallDistanceJumpTrickThreshold = 145.00f;
this->RollAngleThreshold = 60.00f;
this->StartSpeedThreshold = 400.00f;
this->SlowingSpeedThreshold = 200.00f;
this->FastSpeedThreshold = 10.00f;
this->BrakingDeltaThreshold = 20.00f;
this->SteerHardAngleThreshold = 34.00f;
this->GroundTraceUpOffset = 10.00f;
this->GroundTraceLength = 200.00f;
this->bIsJumpingAndNotRolling = false;
this->bIsOnGroundAndNotRolling = false;
this->bIsOnGroundAndBoosting = false;
this->bPlayPivotOnGroundAndNotBoosting = false;
this->LandStartPosition = 0.00f;
this->DriverAimPitch = 0.00f;
this->DriverAimYaw = 0.00f;
this->FerretCardinalDirection = EPlaneDirection::Center;
this->ElevatorDeadZone = 5.00f;
this->RudderDeadZone = 12.00f;
this->bFerretShouldPlayStartTransition = false;
this->bFerretShouldPlayStopTransition = false;
this->FerretStopCardinalDirection = EPlaneDirection::Center;
this->FerretPrePivotCardinalDirection = EPlaneDirection::Center;
this->bFerretShouldPlayPivotTransition = false;
this->bIsFerretRotating = false;
this->bIsFerretShooting = false;
this->ElevatorRotation = 0.00f;
this->bIsRollingRight = false;
this->bIsRollingLeft = false;
}