Make Manequin Animation Blueprint generic
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Content/Animations/AnimStarterPack/ABP/ABP_Manequin.uasset (Stored with Git LFS)
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Content/Animations/AnimStarterPack/ABP/ABP_Manequin.uasset (Stored with Git LFS)
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@ -244,6 +244,16 @@ UNakatomiCMC* ANakatomiCharacter::GetCharacterMovementComponent()
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return NakatomiCMC;
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}
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bool ANakatomiCharacter::GetCrouched()
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{
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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{
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return cmc->IsCrouching();
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}
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return false;
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}
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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}
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@ -106,6 +106,9 @@ public:
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UNakatomiCMC* GetCharacterMovementComponent();
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UFUNCTION(BlueprintCallable)
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bool GetCrouched();
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits);
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@ -779,16 +779,6 @@ bool APlayerCharacter::GetPressedJump()
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return jumpPressed;
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}
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bool APlayerCharacter::GetCrouched()
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{
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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{
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return cmc->IsCrouching();
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}
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return false;
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}
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bool APlayerCharacter::GetIsThrowing()
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{
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return IsThrowing;
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@ -236,9 +236,6 @@ public:
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UFUNCTION(BlueprintCallable)
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bool GetPressedJump();
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UFUNCTION(BlueprintCallable)
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bool GetCrouched();
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UFUNCTION(BlueprintCallable)
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bool GetIsThrowing();
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