mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
#include "FortAnimInstance.h"
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AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn() {
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return NULL;
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}
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void UFortAnimInstance::StopMontageIncludingInactive(float InBlendOutTime, const UAnimMontage* Montage) {
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}
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void UFortAnimInstance::GetPreviousFrameAimPitchAndYaw(float& OutPitch, float& OutYaw) const {
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}
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EFortCardinalDirection UFortAnimInstance::GetCardinalDirectionFromAngle(float Angle, float DeadZoneAngle) const {
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return EFortCardinalDirection::North;
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}
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void UFortAnimInstance::AnimNotify_RightFootStep(const UAnimNotify* Notify) {
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}
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void UFortAnimInstance::AnimNotify_LeftFootStep(const UAnimNotify* Notify) {
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}
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UFortAnimInstance::UFortAnimInstance() {
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bUpdateAllPawnProperties = true;
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VelocityLerpAlpha = 1;
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MinSpeed2DThreshold = 1;
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PawnSpeed2D = 1;
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PawnVelocityZ = 1;
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PawnMovementDirectionAzimuth = 1;
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PawnMovementDirectionElevation = 1;
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bIsJumping = false;
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bIsFalling = false;
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bShouldPredictLanding = false;
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bLandingPredicted = false;
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PredictedFallTimeLeft = 1;
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FallLookAheadSubStepping = 1;
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FallLookAheadMaxIterations = 0;
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bDebugLandPrediction = false;
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bRecordJumpPositions = false;
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bIsRecordingJump = false;
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RecordJumpFrameCount = 0;
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AimPitch = 1;
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AimYaw = 1;
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TimeForRecentlyFired = 1;
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TimeToReachRelaxedLevel1 = 1;
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TimeToReachRelaxedLevel2 = 1;
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MinTimeAfterFiredBeforeWallRelaxed = 1;
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bRecentlyFired = false;
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bIsRelaxedLevel1 = false;
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bIsRelaxedLevel2 = false;
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bIsWeaponLoweredNearWall = false;
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bExitedRelaxedThisUpdate = false;
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bLowerWeaponNearWallDuringTargeting = true;
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RelaxedLevelTimeCounter = 1;
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SavedWeaponLastFireTime = 1;
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RequestedRelaxedState = EAnimRelaxedState::None;
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bClothEnabled = false;
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bAnimDynamicsEnabled = false;
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bRigidBodyEnabled = false;
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bEnableAdditiveLayer = false;
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}
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