53 lines
1.3 KiB
Ucode
53 lines
1.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKAnimNodeJumpLeanOffset extends AnimNodeAimOffset
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native(Animation);
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/** Amount to activate the 'jump lean' node. */
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var() float JumpLeanStrength;
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/** How quickly the leaning can change. */
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var() float MaxLeanChangeSpeed;
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/** If we should invert the leaning when coming down. */
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var() bool bMultiplyByZVelocity;
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var AnimNodeAimOffset CachedAimNode;
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var name OldAimProfileName;
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/** Desired 'aim' to use, before being blended in/out by LeanWeight. */
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var vector2D PreBlendAim;
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var() bool bDodging;
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var bool bOldDodging;
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var() bool bDoubleJumping;
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var bool bOldDoubleJumping;
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/** Strength of leaning applied by this node. Updated over time based on LeanWeightTarget. */
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var float LeanWeight;
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/** Used for blending leaning in and out over time */
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var float LeanWeightTarget;
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/** Time to finish blending to LeanWeightTarget (seconds) */
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var float BlendTimeToGo;
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cpptext
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{
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virtual void InitAnim(USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent);
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virtual void TickAnim(FLOAT DeltaSeconds);
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}
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/** Allows blending in and out of leaning over time. */
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native final function SetLeanWeight( float WeightTarget, float BlendTime );
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defaultproperties
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{
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LeanWeight=1.0
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LeanWeightTarget=1.0
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}
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