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01699f4529
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4c4799b10a
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Content/AnimStarterPack/ABP_Manequin.uasset (Stored with Git LFS)
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Content/AnimStarterPack/ABP_Manequin.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Crouch_Walk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Crouch_Walk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Ironsights_Walk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Ironsights_Walk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Walk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Walk.uasset (Stored with Git LFS)
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Content/Levels/TestLevel.umap (Stored with Git LFS)
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Content/Levels/TestLevel.umap (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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@ -299,8 +299,6 @@ void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance
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{
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{
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cmc->EnableSprint();
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cmc->EnableSprint();
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}
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}
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IsSprinting = true;
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}
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}
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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@ -309,8 +307,6 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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{
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{
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cmc->DisableSprint();
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cmc->DisableSprint();
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}
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}
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IsSprinting = false;
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}
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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@ -121,10 +121,8 @@ private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UAIPerceptionStimuliSourceComponent* PerceptionSource;
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UAIPerceptionStimuliSourceComponent* PerceptionSource;
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UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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bool IsSprinting = false;
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bool IsSprinting = false;
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UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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bool IsADS = false;
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bool IsADS = false;
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float AimSensitivity;
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float AimSensitivity;
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