#include "PlayerAnimInstance.h" bool UPlayerAnimInstance::StopUseMontage(bool stopImmediately) { return false; } void UPlayerAnimInstance::SetAiming() { } void UPlayerAnimInstance::PlayUseMontages(UUseAnimationSetting* useSetting) { } bool UPlayerAnimInstance::IsPlayingMontageInGroup(FName GroupName) const { return false; } UItemCharacterAnimationSet* UPlayerAnimInstance::GetAnimationSet() const { return NULL; } float UPlayerAnimInstance::CalculateDirectionVertical(const FVector& TargetDirection, const FRotator& BaseRotation) const { return 0.0f; } UPlayerAnimInstance::UPlayerAnimInstance() { this->IsFirstPerson = false; this->WalkTreshhold = 200.00f; this->Character = NULL; this->DefaultFootstepParticle = NULL; this->DefaultFootStepSound = NULL; this->AnimationSetA = NULL; this->AnimationSetB = NULL; this->AnimationSetAIsPrimary = true; this->CharacterState = ECharacterState::Walking; this->Speed = 0.00f; this->WalkAnimationSpeed = 140.00f; this->RunAnimationSpeed = 400.00f; this->WalkRate = 0.00f; this->RunRate = 0.00f; this->Direction = 0.00f; this->IsInitialized = false; this->Pitch = 0.00f; this->IsStandingDown = false; this->IsInAir = false; this->IsMoving = false; this->IsWalking = false; this->IsSprinting = false; this->IsAiming = false; this->IsAlive = false; this->IsLyingDown = false; this->OnZipline = false; this->IsGrinding = false; this->IsParalyzed = false; this->IsGrabbed = false; this->IsAttached = false; this->BeingRevived = false; this->IsLookingAtMap = false; this->IsControllingEnemy = false; this->IsUsingJetBoots = false; this->IsUsingTraversalTool = false; this->TraversalToolTargetHorizontalOffset = 0.00f; this->TraversalToolTargetVerticalOffset = 0.00f; this->TraversalToolSpeedRate = 0.00f; this->GliderAnimationLength = 1.00f; this->IsAllowedToPlayMovementAnim = false; this->CropBeard = 0.00f; this->ActiveUseMontage = NULL; this->CurrentUseSetting = NULL; this->EndUseMontageToPlay = NULL; this->AimDuration = 1.00f; this->ReviveProgress = 0.00f; this->ReviveExplicitTime = 0.00f; this->IdleTimeForInspect = 3.00f; this->RepeatDealayForInspect = 10.00f; this->CharacterMoveDirection = ECharacterMoveDirection::None; this->MoveAdjustmentAngle = 0.00f; this->CarryAnimationSet = NULL; this->DefaultAnimationSet = NULL; }