150 lines
5.5 KiB
C++
Executable file
150 lines
5.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "ItemLoadoutAnimations.h"
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#include "ItemCharacterAnimationSet.generated.h"
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class UAnimMontage;
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class UAnimSequence;
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class UBlendSpace1D;
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class UItemCharacterAnimationSet;
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UCLASS(Blueprintable)
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class UItemCharacterAnimationSet : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_Idle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* FP_InspectWeapon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_Walk;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_Sprint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* FP_JumpStart_Montage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_JumpStart;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_JumpLoop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_JumpLand;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_JumpLand_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* FP_Downed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpace1D* TP_LookUpDown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpace1D* TP_LookUpDown_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Sprint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Idle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Idle_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_LookForward;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_LookForward_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_JumpStart;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_JumpStart_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_JumpLoop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_JumpLoop_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* TP_JumpLand;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Forward;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Forward_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Forward;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Forward_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Right;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Right_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Right;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Right_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Left;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Left_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Left;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Left_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Back;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Walk_Back_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Back;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Run_Back_Aim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Revived;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Downed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TP_Downed_Loop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemLoadoutAnimations LoadoutAnimations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CameraOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UItemCharacterAnimationSet* ParentSet;
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UItemCharacterAnimationSet();
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};
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