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Content/AnimStarterPack/BS_CrouchWalk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_CrouchWalk.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Jog.uasset (Stored with Git LFS)
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Content/AnimStarterPack/BS_Jog.uasset (Stored with Git LFS)
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Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.uasset (Stored with Git LFS)
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Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.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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@ -299,6 +299,8 @@ void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance
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{
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cmc->EnableSprint();
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}
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IsSprinting = true;
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}
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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@ -307,6 +309,8 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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{
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cmc->DisableSprint();
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}
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IsSprinting = false;
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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@ -121,8 +121,10 @@ private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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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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UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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bool IsADS = false;
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float AimSensitivity;
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