mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-27 03:53:25 +00:00
82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
#include "FortMovementComp_Character.h"
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bool UFortMovementComp_Character::IsPassivelySkydiving() const {
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return false;
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}
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bool UFortMovementComp_Character::IsPassivelyParachuting() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelyStrafingInAir() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelySkydivingUpInVortex() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelySkydiving() const {
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return false;
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}
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bool UFortMovementComp_Character::IsActivelyParachuting() const {
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return false;
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}
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FVector UFortMovementComp_Character::GetWaterVelocity() const {
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return FVector{};
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}
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FVector UFortMovementComp_Character::GetWaterSurfaceNormal() const {
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return FVector{};
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}
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FVector UFortMovementComp_Character::GetWaterSurfaceLocation() const {
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return FVector{};
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}
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float UFortMovementComp_Character::GetWaterImmersionDepth() const {
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return 0.0f;
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}
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FVector UFortMovementComp_Character::GetPlayerRelativeVelocityToWater() const {
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return FVector{};
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}
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float UFortMovementComp_Character::GetFallingStartedZ() const {
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return 0.0f;
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}
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UFortMovementComp_Character::UFortMovementComp_Character() {
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LandHardSoundFallSpeedThreshold = 1;
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LandSoundFallSpeedThreshold = 1;
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PushBumpedPawnClass = NULL;
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NetworkSmoothingVisibilityThreshold = 1;
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NetworkSmoothingThrottleProxyUpdateForPawnLOD = 0;
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NetworkSmoothingViewAngleThreshold = 1;
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NetworkSmoothingViewAngleThresholdSmall = 1;
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NetworkSmoothingNoThrottleWithinDistanceInMeters = 1;
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PlayerLodRequiredForFloorCheckWhenRendered = 0;
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AILodRequiredForFloorCheckWhenRendered = EFortAILODLevel::MIN;
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VelocityBasedStrafeCurve = NULL;
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VelocityBasedTurnCurve = NULL;
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VelocityBasedBackupCurve = NULL;
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bWasUsingVelocityBasedTurnCurve = false;
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RotationYawRateToRestore = 1;
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FallingSlopeSafeSlideAngleCached = 1;
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FallingSlopeSafeSlideNormalZ = 1;
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bComputeWaterSplineDataOnSimulatedMovement = false;
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SkydivingMaxSmoothUpdateDistanceScale = 1;
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SlideTimeUntilReset = 1;
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SlideIfVelocityLessThanZ = 1;
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GravityCeilingRelation = 0;
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CurrentZiplineVelocityDirection = 1;
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GracePeriodToConnectToZipline = 1;
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FallingStartedZ = 1;
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bTriggeredFallingFeedbackSinceLanded = false;
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bUpdatesFloorWhenNotInFullSimulation = false;
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bUpdatesFloorWhenNotInFullSimulationOnlyOnNetUpdate = false;
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}
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