DRG-Femboy-Voice/Source/FSD/Private/PlayerAnimInstance.cpp
2025-04-15 12:39:31 -07:00

82 lines
2.5 KiB
C++
Executable file

#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;
}