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https://github.com/FortniteModdingHub/FNGameProj.git
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149 lines
5.5 KiB
C++
149 lines
5.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Animation/AnimInstance.h"
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#include "AnimTagProperty.h"
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#include "EAnimRelaxedState.h"
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#include "FortAnimInstance.generated.h"
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class AFortAIPawn;
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class AFortPawn;
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class UAnimNotify;
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UCLASS(Blueprintable, MinimalAPI, NonTransient)
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class UFortAnimInstance : public UAnimInstance {
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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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bool bUpdateAllPawnProperties;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float VelocityLerpAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector PawnVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float MinSpeed2DThreshold;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PawnSpeed2D;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PawnVelocityZ;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PawnMovementDirectionAzimuth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PawnMovementDirectionElevation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRotator PawnDeltaRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRotator PawnLastRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector PawnLastLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsJumping;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsFalling;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldPredictLanding;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bLandingPredicted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PredictedFallTimeLeft;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FallLookAheadSubStepping;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 FallLookAheadMaxIterations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bDebugLandPrediction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bRecordJumpPositions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsRecordingJump;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 RecordJumpFrameCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector RecordJumpInitialJumpLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float AimPitch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float AimYaw;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeForRecentlyFired;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeToReachRelaxedLevel1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeToReachRelaxedLevel2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bRecentlyFired;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsRelaxedLevel1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsRelaxedLevel2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float RelaxedLevelTimeCounter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float SavedWeaponLastFireTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EAnimRelaxedState RequestedRelaxedState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bClothEnabled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bAnimDynamicsEnabled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRigidBodyEnabled: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FAnimTagProperty> AnimPropertyGameplayTagBindings;
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UFortAnimInstance();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPawn* TryGetFortPawn();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortAIPawn* TryGetFortAIPawn();
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public:
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UFUNCTION(BlueprintCallable)
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void AnimNotify_RightFootStep(const UAnimNotify* Notify);
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UFUNCTION(BlueprintCallable)
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void AnimNotify_LeftFootStep(const UAnimNotify* Notify);
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};
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