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