Merge movement-component #1
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@ -3,13 +3,22 @@
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#include "NakatomiCMC.h"
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#include "NakatomiCMC.h"
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#include <Components/CapsuleComponent.h>
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#include <GameFramework/Character.h>
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#include <GameFramework/Character.h>
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#include "NakatomiCharacter.h"
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UNakatomiCMC::UNakatomiCMC(): Safe_bWantsToSprint(false)
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UNakatomiCMC::UNakatomiCMC(): Safe_bWantsToSprint(false)
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{
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{
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NavAgentProps.bCanCrouch = true;
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NavAgentProps.bCanCrouch = true;
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}
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}
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void UNakatomiCMC::InitializeComponent()
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{
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Super::InitializeComponent();
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NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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}
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// Checks if we can combine the NewMove with the current move to save on data.
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// Checks if we can combine the NewMove with the current move to save on data.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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@ -51,6 +60,7 @@ void UNakatomiCMC::FSavedMove_Nakatomi::SetMoveFor(ACharacter* C, float InDeltaT
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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Saved_bWantsToSprint = CharacterMovement->Safe_bWantsToSprint;
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Saved_bWantsToSprint = CharacterMovement->Safe_bWantsToSprint;
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Saved_bPrevWantsToCrouch = CharacterMovement->Safe_bPrevWantsToCrouch;
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}
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}
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void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
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void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
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@ -60,6 +70,7 @@ void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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CharacterMovement->Safe_bWantsToSprint = Saved_bWantsToSprint;
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CharacterMovement->Safe_bWantsToSprint = Saved_bWantsToSprint;
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CharacterMovement->Safe_bPrevWantsToCrouch = Saved_bPrevWantsToCrouch;
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}
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}
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UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::FNetworkPredictionData_Client_Nakatomi(
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UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::FNetworkPredictionData_Client_Nakatomi(
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@ -110,6 +121,51 @@ void UNakatomiCMC::OnMovementUpdated(float DeltaSeconds, const FVector& OldLocat
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MaxWalkSpeed = Walk_MaxWalkSpeed;
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MaxWalkSpeed = Walk_MaxWalkSpeed;
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}
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}
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}
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}
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Safe_bPrevWantsToCrouch = bWantsToCrouch;
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}
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bool UNakatomiCMC::IsMovingOnGround() const
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{
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return Super::IsMovingOnGround() || IsCustomMovementMode(CMOVE_Slide);
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}
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bool UNakatomiCMC::CanCrouchInCurrentState() const
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{
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return Super::CanCrouchInCurrentState() && IsMovingOnGround();
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}
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void UNakatomiCMC::UpdateCharacterStateBeforeMovement(float DeltaSeconds)
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{
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if (MovementMode == MOVE_Walking && !bWantsToCrouch && Safe_bPrevWantsToCrouch)
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{
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FHitResult PotentialSlideSurface;
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if (Velocity.SizeSquared() > pow(Slide_MinSpeed, 2) && GetSlideSurface(PotentialSlideSurface))
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{
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EnterSlide();
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}
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}
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if (IsCustomMovementMode(CMOVE_Slide) && !bWantsToCrouch)
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{
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ExitSlide();
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}
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Super::UpdateCharacterStateBeforeMovement(DeltaSeconds);
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}
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void UNakatomiCMC::PhysCustom(float deltaTime, int32 Iterations)
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{
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Super::PhysCustom(deltaTime, Iterations);
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switch (CustomMovementMode)
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{
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case CMOVE_Slide:
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PhysSlide(deltaTime, Iterations);
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break;
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default:
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UE_LOG(LogTemp, Fatal, TEXT("Invalid Movement Mode"));
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}
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}
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}
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void UNakatomiCMC::EnableSprint()
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void UNakatomiCMC::EnableSprint()
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@ -131,3 +187,101 @@ void UNakatomiCMC::DisableCrouch()
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{
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{
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bWantsToCrouch = false;
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bWantsToCrouch = false;
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}
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}
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bool UNakatomiCMC::IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const
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{
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return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
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}
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void UNakatomiCMC::EnterSlide()
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{
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bWantsToCrouch = true;
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Velocity += Velocity.GetSafeNormal2D() * Slide_EnterImpulse;
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SetMovementMode(MOVE_Custom, CMOVE_Slide);
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}
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void UNakatomiCMC::ExitSlide()
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{
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bWantsToCrouch = false;
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FQuat NewRotation = FRotationMatrix::MakeFromXZ(UpdatedComponent->GetForwardVector().GetSafeNormal2D(), FVector::UpVector).ToQuat();
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FHitResult Hit;
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SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, true, Hit);
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SetMovementMode(MOVE_Walking);
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}
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void UNakatomiCMC::PhysSlide(float deltaTime, int32 Iterations)
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{
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if (deltaTime < MIN_TICK_TIME) return;
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// This is probably not needed for Sliding but including for completeness, will likely remove later.
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RestorePreAdditiveRootMotionVelocity();
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FHitResult SurfaceHit;
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if (!GetSlideSurface(SurfaceHit) || Velocity.SizeSquared() < pow(Slide_MinSpeed, 2))
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{
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ExitSlide();
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StartNewPhysics(deltaTime, Iterations);
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}
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// Surface Gravity
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Velocity += Slide_GravityForce * FVector::DownVector * deltaTime;
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// Calculate Strafe
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if (FMath::Abs(FVector::DotProduct(Acceleration.GetSafeNormal(), UpdatedComponent->GetRightVector())) > 0.5f)
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{
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Acceleration = Acceleration.ProjectOnTo(UpdatedComponent->GetRightVector());
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}
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else
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{
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Acceleration = FVector::ZeroVector;
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}
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// Calculate Velocity
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if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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{
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CalcVelocity(deltaTime, Slide_Friction, true, GetMaxBrakingDeceleration());
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}
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ApplyRootMotionToVelocity(deltaTime);
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// Perform Move
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Iterations++;
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bJustTeleported = false;
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FVector OldLocation = UpdatedComponent->GetComponentLocation();
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FQuat OldRotation = UpdatedComponent->GetComponentRotation().Quaternion();
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FHitResult Hit(1.f);
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FVector AdjustedVelocity = Velocity * deltaTime;
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FVector VelocityPlaneDirection = FVector::VectorPlaneProject(Velocity, SurfaceHit.Normal).GetSafeNormal();
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FQuat NewRotation = FRotationMatrix::MakeFromXZ(VelocityPlaneDirection, SurfaceHit.Normal).ToQuat();
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SafeMoveUpdatedComponent(AdjustedVelocity, NewRotation, true, Hit);
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// Post Move Checks
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if (Hit.Time < 1.f)
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{
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HandleImpact(Hit, deltaTime, AdjustedVelocity);
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SlideAlongSurface(AdjustedVelocity, (1.f - Hit.Time), Hit.Normal, Hit, true);
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}
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FHitResult NewSurfaceHit;
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if (!GetSlideSurface(NewSurfaceHit) || Velocity.SizeSquared() < pow(Slide_MinSpeed, 2))
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{
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ExitSlide();
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}
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// Update outgoing Velocity and Acceleration
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if (!bJustTeleported && !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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{
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Velocity = (UpdatedComponent->GetComponentLocation() - OldLocation) / deltaTime;
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}
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}
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bool UNakatomiCMC::GetSlideSurface(FHitResult& Hit) const
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{
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const FVector Start = UpdatedComponent->GetComponentLocation();
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const FVector End = Start + CharacterOwner->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() * 2.f * FVector::DownVector;
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const FName ProfileName = TEXT("BlockAll");
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return GetWorld()->LineTraceSingleByProfile(Hit, Start, End, ProfileName);
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}
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@ -3,9 +3,18 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Nakatomi.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "NakatomiCMC.generated.h"
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#include "NakatomiCMC.generated.h"
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UENUM(BlueprintType)
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enum ECustomMovementMove
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{
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CMOVE_None UMETA(Hidden),
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CMOVE_Slide UMETA(DisplayName = "Slide"),
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CMOVE_MAX UMETA(Hidden),
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};
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/**
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/**
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*
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*
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*/
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*/
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@ -18,8 +27,11 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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{
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{
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typedef FSavedMove_Character Super;
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typedef FSavedMove_Character Super;
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// Flag
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uint8 Saved_bWantsToSprint:1;
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uint8 Saved_bWantsToSprint:1;
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uint8 Saved_bPrevWantsToCrouch:1;
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virtual bool CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter, float MaxDelta) const override;
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virtual bool CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter, float MaxDelta) const override;
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virtual void Clear() override;
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virtual void Clear() override;
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virtual uint8 GetCompressedFlags() const override;
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virtual uint8 GetCompressedFlags() const override;
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@ -37,19 +49,49 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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virtual FSavedMovePtr AllocateNewMove() override;
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virtual FSavedMovePtr AllocateNewMove() override;
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};
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};
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UPROPERTY(EditDefaultsOnly) float Sprint_MaxWalkSpeed;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly) float Walk_MaxWalkSpeed;
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float Sprint_MaxWalkSpeed;
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UPROPERTY(EditDefaultsOnly)
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float Walk_MaxWalkSpeed;
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UPROPERTY(EditDefaultsOnly)
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float Slide_MinSpeed = 10.f;
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UPROPERTY(EditDefaultsOnly)
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float Slide_EnterImpulse = 2000.f;
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UPROPERTY(EditDefaultsOnly)
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float Slide_GravityForce = 5000.f;
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UPROPERTY(EditDefaultsOnly)
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float Slide_Friction = 1.3f;
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bool Safe_bWantsToSprint;
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bool Safe_bWantsToSprint;
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bool Safe_bPrevWantsToCrouch;
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UPROPERTY(Transient)
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ANakatomiCharacter* NakatomiCharacterOwner;
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public:
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public:
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UNakatomiCMC();
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UNakatomiCMC();
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protected:
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void InitializeComponent() override;
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FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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protected:
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protected:
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virtual void UpdateFromCompressedFlags(uint8 Flags) override;
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virtual void UpdateFromCompressedFlags(uint8 Flags) override;
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virtual void OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) override;
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virtual void OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) override;
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virtual bool IsMovingOnGround() const override;
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virtual bool CanCrouchInCurrentState() const override;
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virtual void UpdateCharacterStateBeforeMovement(float DeltaSeconds) override;
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virtual void PhysCustom(float deltaTime, int32 Iterations) override;
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public:
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public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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@ -63,4 +105,17 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void DisableCrouch();
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void DisableCrouch();
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UFUNCTION()
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bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
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private:
|
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|
|
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void EnterSlide();
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|
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void ExitSlide();
|
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|
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void PhysSlide(float deltaTime, int32 Iterations); // Every movement mode requires a physics function to work
|
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|
|
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bool GetSlideSurface(FHitResult& Hit) const;
|
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};
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};
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@ -5,7 +5,7 @@
|
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#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
|
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#include "HealthComponent.h"
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#include "HealthComponent.h"
|
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#include "NakatomiCMC.h"
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#include "Nakatomi.h"
|
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#include "Throwable.h"
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#include "Throwable.h"
|
||||||
#include "Weapon.h"
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#include "Weapon.h"
|
||||||
#include "NakatomiCharacter.generated.h"
|
#include "NakatomiCharacter.generated.h"
|
||||||
|
|
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Reference in New Issue