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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTAnimBlendByFall extends UTAnimBlendBase native(Animation); enum EBlendFallTypes { FBT_Up, // jump FBT_Down, FBT_PreLand, FBT_Land, // variants for double jump FBT_DblJumpUp, FBT_DblJumpDown, FBT_DblJumpPreLand, FBT_DblJumpLand, FBT_None }; /** If TRUE, double jump versions of the inputs will be ignored. */ var() bool bIgnoreDoubleJumps; /** Time before predicted landing to trigger pre-land animation. */ var() float PreLandTime; /** Time before landing we should start becoming upright again. */ var() float PreLandStartUprightTime; /** Time to become upright when executing double jump. */ var() float ToDblJumpUprightTime; /** True if a double jump was performed and we should use the DblJump states. */ var transient bool bDidDoubleJump; /** * This fall is used for dodging. When it's true, the Falling node progress through * it's states in an alternate manner */ var bool bDodgeFall; /** The current state this node believes the pawn to be in */ var const EBlendFallTypes FallState; /** Set internally, this variable holds the size of the velocity at the last tick */ var const float LastFallingVelocity; /** Cached pointer to parent leaning node. */ var const UTAnimNodeJumpLeanOffset CachedLeanNode; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { FallState=FBT_None Children(0)=(Name="Up",Weight=1.000000) Children(1)=(Name="Down") Children(2)=(Name="Pre-Land") Children(3)=(Name="Land") Children(4)=(Name="DoubleJump Up") Children(5)=(Name="DoubleJump Down") Children(6)=(Name="DoubleJump Pre-Land") Children(7)=(Name="DoubleJump Land") bFixNumChildren=True Name="Default__UTAnimBlendByFall" ObjectArchetype=UTAnimBlendBase'UTGame.Default__UTAnimBlendBase' } |
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