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