Files
FNGameProj/Source/FortniteGame/Private/FortMovementComp_Character.cpp
T
2024-06-07 01:17:09 +02:00

82 lines
2.4 KiB
C++

#include "FortMovementComp_Character.h"
bool UFortMovementComp_Character::IsPassivelySkydiving() const {
return false;
}
bool UFortMovementComp_Character::IsPassivelyParachuting() const {
return false;
}
bool UFortMovementComp_Character::IsActivelyStrafingInAir() const {
return false;
}
bool UFortMovementComp_Character::IsActivelySkydivingUpInVortex() const {
return false;
}
bool UFortMovementComp_Character::IsActivelySkydiving() const {
return false;
}
bool UFortMovementComp_Character::IsActivelyParachuting() const {
return false;
}
FVector UFortMovementComp_Character::GetWaterVelocity() const {
return FVector{};
}
FVector UFortMovementComp_Character::GetWaterSurfaceNormal() const {
return FVector{};
}
FVector UFortMovementComp_Character::GetWaterSurfaceLocation() const {
return FVector{};
}
float UFortMovementComp_Character::GetWaterImmersionDepth() const {
return 0.0f;
}
FVector UFortMovementComp_Character::GetPlayerRelativeVelocityToWater() const {
return FVector{};
}
float UFortMovementComp_Character::GetFallingStartedZ() const {
return 0.0f;
}
UFortMovementComp_Character::UFortMovementComp_Character() {
LandHardSoundFallSpeedThreshold = 1;
LandSoundFallSpeedThreshold = 1;
PushBumpedPawnClass = NULL;
NetworkSmoothingVisibilityThreshold = 1;
NetworkSmoothingThrottleProxyUpdateForPawnLOD = 0;
NetworkSmoothingViewAngleThreshold = 1;
NetworkSmoothingViewAngleThresholdSmall = 1;
NetworkSmoothingNoThrottleWithinDistanceInMeters = 1;
PlayerLodRequiredForFloorCheckWhenRendered = 0;
AILodRequiredForFloorCheckWhenRendered = EFortAILODLevel::MIN;
VelocityBasedStrafeCurve = NULL;
VelocityBasedTurnCurve = NULL;
VelocityBasedBackupCurve = NULL;
bWasUsingVelocityBasedTurnCurve = false;
RotationYawRateToRestore = 1;
FallingSlopeSafeSlideAngleCached = 1;
FallingSlopeSafeSlideNormalZ = 1;
bComputeWaterSplineDataOnSimulatedMovement = false;
SkydivingMaxSmoothUpdateDistanceScale = 1;
SlideTimeUntilReset = 1;
SlideIfVelocityLessThanZ = 1;
GravityCeilingRelation = 0;
CurrentZiplineVelocityDirection = 1;
GracePeriodToConnectToZipline = 1;
FallingStartedZ = 1;
bTriggeredFallingFeedbackSinceLanded = false;
bUpdatesFloorWhenNotInFullSimulation = false;
bUpdatesFloorWhenNotInFullSimulationOnlyOnNetUpdate = false;
}