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								Content/AnimStarterPack/ABP_Manequin.uasset
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								Content/AnimStarterPack/ABP_Manequin.uasset
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								Content/AnimStarterPack/BS_CrouchWalk.uasset
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								Content/AnimStarterPack/BS_Crouch_Walk.uasset
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								Content/AnimStarterPack/BS_Crouch_Walk.uasset
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								Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset
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								Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset
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								Content/AnimStarterPack/BS_Ironsights_Walk.uasset
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								Content/AnimStarterPack/BS_Ironsights_Walk.uasset
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								Content/AnimStarterPack/BS_Jog.uasset
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								Content/AnimStarterPack/BS_Jog.uasset
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								Content/AnimStarterPack/BS_Walk.uasset
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								Content/AnimStarterPack/BS_Walk.uasset
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								Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.uasset
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								Content/AnimStarterPack/UE4ASP_HeroTPP_AnimBlueprint.uasset
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								Content/Levels/TestLevel.umap
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								Content/Levels/TestLevel.umap
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								Content/Player/PlayerCharacter.uasset
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								Content/Player/PlayerCharacter.uasset
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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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