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

169 lines
6.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "AttributeSet.h"
#include "AirControlParams.h"
#include "EFortAILODLevel.h"
#include "Templates/SubclassOf.h"
#include "FortMovementComp_Character.generated.h"
class AFortPawn;
class UCurveFloat;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UFortMovementComp_Character : public UCharacterMovementComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LandHardSoundFallSpeedThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LandSoundFallSpeedThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AFortPawn> PushBumpedPawnClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float NetworkSmoothingVisibilityThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PlayerLodRequiredForFloorCheckWhenRendered;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortAILODLevel AILodRequiredForFloorCheckWhenRendered;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCurveFloat* VelocityBasedStrafeCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCurveFloat* VelocityBasedTurnCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCurveFloat* VelocityBasedBackupCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bWasUsingVelocityBasedTurnCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RotationYawRateToRestore;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat FallingSlopeSafeSlideAngleScalable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat FallingSlopeSafeSlideMaxSpeedScalable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat FallingSlopeDamageScalarMinScalable;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FallingSlopeSafeSlideAngleCached;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FallingSlopeSafeSlideNormalZ;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams SkydivingControlParamsPassive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams SkydivingControlParamsActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams ParachuteControlParamsSkydive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams ParachuteControlParamsJump;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams ParachuteControlParamsGliderRedeploy;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams BalloonControlParams;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams VortexSkydivingControlParamsPassive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams VortexSkydivingControlParamsActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams VortexSkydivingControlParamsActiveUpward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams VortexParachuteControlParams;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams SkyTubeSkydivingControlParamsPassive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams SkyTubeSkydivingControlParamsActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAirControlParams SkyTubeSkydivingControlParamsActiveUpward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat SkyTubeUpwardAccelerationScalar;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FScalableFloat SkyTubeDownwardAccelerationScalar;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SkydivingMaxSmoothUpdateDistanceScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SlideTimeUntilReset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SlideIfVelocityLessThanZ;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 GravityCeilingRelation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CurrentZiplineVelocityDirection;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float GracePeriodToConnectToZipline;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FallingStartedZ;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector ReplicatedAcceleration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bTriggeredFallingFeedbackSinceLanded: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bUpdatesFloorWhenNotInFullSimulation: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bUpdatesFloorWhenNotInFullSimulationOnlyOnNetUpdate: 1;
public:
UFortMovementComp_Character();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPassivelySkydiving() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsPassivelyParachuting() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsActivelyStrafingInAir() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsActivelySkydivingUpInVortex() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsActivelySkydiving() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsActivelyParachuting() const;
};