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UTGame.UTAnimBlendByFall


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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;

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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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Class file time: tr 31-1-2018 17:18:24.000 - Creation time: sk 18-3-2018 10:01:18.576 - Created with UnCodeX