Merge New Animations #2
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Content/AnimStarterPack/ABP_Manequin.uasset
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Content/AnimStarterPack/ABP_Manequin.uasset
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.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_Walk.uasset
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Content/AnimStarterPack/BS_Walk.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Throw.uasset
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Content/AnimStarterPack/Throw.uasset
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Content/AnimStarterPack/Throw_Montage.uasset
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Content/AnimStarterPack/Throw_Montage.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take1.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take1.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take2.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take2.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_MAT_MASKA.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin__normals.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/dash.uasset
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Content/AnimStarterPack/dash.uasset
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Content/AnimStarterPack/dash_Montage.uasset
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Content/AnimStarterPack/dash_Montage.uasset
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Content/Levels/Animation.umap
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Content/Levels/Animation.umap
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Content/Levels/TestLevel.umap
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Content/Levels/TestLevel.umap
(Stored with Git LFS)
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BIN
Content/Player/PlayerCharacter.uasset
(Stored with Git LFS)
BIN
Content/Player/PlayerCharacter.uasset
(Stored with Git LFS)
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@ -384,6 +384,8 @@ void UNakatomiCMC::PerformDash()
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FQuat NewRotation = FRotationMatrix::MakeFromXZ(DashDirection, FVector::UpVector).ToQuat();
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FQuat NewRotation = FRotationMatrix::MakeFromXZ(DashDirection, FVector::UpVector).ToQuat();
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FHitResult Hit;
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FHitResult Hit;
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SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
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SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
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NakatomiCharacterOwner->PlayAnimMontage(Dash_Montage);
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SetMovementMode(MOVE_Falling);
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SetMovementMode(MOVE_Falling);
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@ -94,6 +94,9 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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float Dash_CooldownDuration = 1.0f;
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float Dash_CooldownDuration = 1.0f;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* Dash_Montage;
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bool Safe_bWantsToSprint;
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bool Safe_bWantsToSprint;
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bool Safe_bWantsToSlide;
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bool Safe_bWantsToSlide;
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bool Safe_bWantsToAds;
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bool Safe_bWantsToAds;
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@ -139,7 +139,8 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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if (JumpAction)
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if (JumpAction)
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{
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{
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Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginJumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndJumpCallback);
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}
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}
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if (FireAction)
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if (FireAction)
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@ -231,9 +232,16 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
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}
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}
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}
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}
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void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::BeginJumpCallback(const FInputActionInstance& Instance)
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{
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{
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Jump();
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Jump();
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jumpPressed = true;
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}
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void APlayerCharacter::EndJumpCallback(const FInputActionInstance& Instance)
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{
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StopJumping();
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jumpPressed = false;
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}
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}
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void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
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@ -291,6 +299,8 @@ 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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@ -299,6 +309,8 @@ 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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@ -691,6 +703,8 @@ void APlayerCharacter::ThrowWeaponCallback()
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{
|
{
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if (CurrentWeapon)
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if (CurrentWeapon)
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{
|
{
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PlayAnimMontage(ThrowAnimMontage);
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FVector Location;
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FVector Location;
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FVector BoxExtent;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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GetActorBounds(true, Location, BoxExtent, false);
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@ -714,6 +728,8 @@ void APlayerCharacter::ThrowExplosiveCallback()
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{
|
{
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if (ThrowableInventory.Num() > 0)
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if (ThrowableInventory.Num() > 0)
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{
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{
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PlayAnimMontage(ThrowAnimMontage);
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FVector Location;
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FVector Location;
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FVector BoxExtent;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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GetActorBounds(true, Location, BoxExtent, false);
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@ -741,4 +757,19 @@ AThrowable* APlayerCharacter::ThrowThrowable()
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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bool APlayerCharacter::GetPressedJump()
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{
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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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@ -83,6 +83,9 @@ public:
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FOnEnemyHitDelegate OnEnemyHit;
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FOnEnemyHitDelegate OnEnemyHit;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowAnimMontage;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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float SprintSpeedMultiplier = 2.0f;
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@ -121,8 +124,10 @@ 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;
|
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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|
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float AimSensitivity;
|
float AimSensitivity;
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@ -131,6 +136,8 @@ private:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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USoundBase* HitMarkerSound;
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USoundBase* HitMarkerSound;
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|
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bool jumpPressed = false;
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public:
|
public:
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// Sets default values for this character's properties
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// Sets default values for this character's properties
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@ -153,7 +160,9 @@ public:
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|
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||||||
void LookCallback(const FInputActionInstance& Instance);
|
void LookCallback(const FInputActionInstance& Instance);
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||||||
|
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||||||
void JumpCallback(const FInputActionInstance& Instance);
|
void BeginJumpCallback(const FInputActionInstance& Instance);
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||||||
|
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||||||
|
void EndJumpCallback(const FInputActionInstance& Instance);
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||||||
|
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||||||
void BeginFireCallback(const FInputActionInstance& Instance);
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void BeginFireCallback(const FInputActionInstance& Instance);
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||||||
|
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||||||
@ -212,6 +221,12 @@ public:
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|||||||
|
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||||||
AThrowable* ThrowThrowable();
|
AThrowable* ThrowThrowable();
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||||||
|
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||||||
|
UFUNCTION(BlueprintCallable)
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|
bool GetPressedJump();
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||||||
|
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||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
bool GetCrouched();
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||||||
|
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||||||
protected:
|
protected:
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||||||
virtual void CalculateHits(TArray<FHitResult>* hits) override;
|
virtual void CalculateHits(TArray<FHitResult>* hits) override;
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||||||
|
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||||||
|
Loading…
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Reference in New Issue
Block a user