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ALSStructEnumLibrary.h
Go to the documentation of this file.
1// Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu
2// Source Code: https://github.com/dyanikoglu/ALS-Community
3
4#pragma once
5
6#include "CoreMinimal.h"
8
9#include "ALSStructEnumLibrary.generated.h"
10
11
12USTRUCT(BlueprintType)
14{
15 GENERATED_BODY()
16
17private:
18 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
20
21 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
22 bool None_ = true;
23
24 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
25 bool Grounded_ = false;
26
27 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
28 bool InAir_ = false;
29
30 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
31 bool Mantling_ = false;
32
33 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
34 bool Ragdoll_ = false;
35
36public:
38 {
39 }
40
41 FALSMovementState(const EALSMovementState InitialState) { *this = InitialState; }
42
43 const bool& None() const { return None_; }
44 const bool& Grounded() const { return Grounded_; }
45 const bool& InAir() const { return InAir_; }
46 const bool& Mantling() const { return Mantling_; }
47 const bool& Ragdoll() const { return Ragdoll_; }
48
49 operator EALSMovementState() const { return State; }
50
51 void operator=(const EALSMovementState NewState)
52 {
53 State = NewState;
54 None_ = State == EALSMovementState::None;
55 Grounded_ = State == EALSMovementState::Grounded;
56 InAir_ = State == EALSMovementState::InAir;
57 Mantling_ = State == EALSMovementState::Mantling;
58 Ragdoll_ = State == EALSMovementState::Ragdoll;
59 }
60};
61
62USTRUCT(BlueprintType)
64{
65 GENERATED_BODY()
66
67private:
68 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
70
71 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
72 bool Standing_ = true;
73
74 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
75 bool Crouching_ = false;
76
77public:
79 {
80 }
81
82 FALSStance(const EALSStance InitialStance) { *this = InitialStance; }
83
84 const bool& Standing() const { return Standing_; }
85 const bool& Crouching() const { return Crouching_; }
86
87 operator EALSStance() const { return Stance; }
88
89 void operator=(const EALSStance NewStance)
90 {
91 Stance = NewStance;
92 Standing_ = Stance == EALSStance::Standing;
93 Crouching_ = Stance == EALSStance::Crouching;
94 }
95};
96
97USTRUCT(BlueprintType)
99{
100 GENERATED_BODY()
101
102private:
103 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation System")
105
106 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation System")
107 bool VelocityDirection_ = true;
108
109 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation System")
110 bool LookingDirection_ = false;
111
112 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation System")
113 bool Aiming_ = false;
114
115public:
117 {
118 }
119
120 FALSRotationMode(const EALSRotationMode InitialRotationMode) { *this = InitialRotationMode; }
121
122 const bool& VelocityDirection() const { return VelocityDirection_; }
123 const bool& LookingDirection() const { return LookingDirection_; }
124 const bool& Aiming() const { return Aiming_; }
125
126 operator EALSRotationMode() const { return RotationMode; }
127
128 void operator=(const EALSRotationMode NewRotationMode)
129 {
130 RotationMode = NewRotationMode;
131 VelocityDirection_ = RotationMode == EALSRotationMode::VelocityDirection;
132 LookingDirection_ = RotationMode == EALSRotationMode::LookingDirection;
133 Aiming_ = RotationMode == EALSRotationMode::Aiming;
134 }
135};
136
137USTRUCT(BlueprintType)
139{
140 GENERATED_BODY()
141
142private:
143 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
145
146 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
147 bool Forward_ = true;
148
149 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
150 bool Right_ = false;
151
152 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
153 bool Left_ = false;
154
155 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
156 bool Backward_ = false;
157
158public:
162
163 FALSMovementDirection(const EALSMovementDirection InitialMovementDirection)
164 {
165 *this = InitialMovementDirection;
166 }
167
168 const bool& Forward() const { return Forward_; }
169 const bool& Right() const { return Right_; }
170 const bool& Left() const { return Left_; }
171 const bool& Backward() const { return Backward_; }
172
173 operator EALSMovementDirection() const { return MovementDirection; }
174
175 void operator=(const EALSMovementDirection NewMovementDirection)
176 {
177 MovementDirection = NewMovementDirection;
178 Forward_ = MovementDirection == EALSMovementDirection::Forward;
179 Right_ = MovementDirection == EALSMovementDirection::Right;
180 Left_ = MovementDirection == EALSMovementDirection::Left;
181 Backward_ = MovementDirection == EALSMovementDirection::Backward;
182 }
183};
184
185USTRUCT(BlueprintType)
187{
188 GENERATED_BODY()
189
190private:
191 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
193
194 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
195 bool None_ = true;
196
197 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
198 bool LowMantle_ = false;
199
200 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
201 bool HighMantle_ = false;
202
203 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
204 bool Rolling_ = false;
205
206 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
207 bool GettingUp_ = false;
208
209public:
211 {
212 }
213
214 FALSMovementAction(const EALSMovementAction InitialAction) { *this = InitialAction; }
215
216 const bool& None() const { return None_; }
217 const bool& LowMantle() const { return LowMantle_; }
218 const bool& HighMantle() const { return HighMantle_; }
219 const bool& Rolling() const { return Rolling_; }
220 const bool& GettingUp() const { return GettingUp_; }
221
222 operator EALSMovementAction() const { return Action; }
223
224 void operator=(const EALSMovementAction NewAction)
225 {
226 Action = NewAction;
229 HighMantle_ = Action == EALSMovementAction::HighMantle;
232 }
233};
234
235USTRUCT(BlueprintType)
237{
238 GENERATED_BODY()
239
240private:
241 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
243
244 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
245 bool Walking_ = true;
246
247 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
248 bool Sliding_ = false;
249
250 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
251 bool Running_ = false;
252
253 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement System")
254 bool Sprinting_ = false;
255
256public:
258 {
259 }
260
261 FALSGait(const EALSGait InitialGait) { *this = InitialGait; }
262
263 const bool& Walking() const { return Walking_; }
264 const bool& Running() const { return Running_; }
265 const bool& Sprinting() const { return Sprinting_; }
266 const bool& Sliding() const { return Sliding_; }
267
268 operator EALSGait() const { return Gait; }
269
270 void operator=(const EALSGait NewGait)
271 {
272 Gait = NewGait;
273 Walking_ = Gait == EALSGait::Walking;
274 Running_ = Gait == EALSGait::Running;
275 Sprinting_ = Gait == EALSGait::Sprinting;
276 Sliding_ = Gait == EALSGait::Sliding;
277
278 }
279};
280
281USTRUCT(BlueprintType)
283{
284 GENERATED_BODY()
285
286private:
287 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
289
290 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
291 bool Default_ = true;
292
293 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
294 bool Masculine_ = false;
295
296 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
297 bool Feminine_ = false;
298
299 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
300 bool Injured_ = false;
301
302 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
303 bool HandsTied_ = false;
304
305 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
306 bool Rifle_ = false;
307
308 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
309 bool PistolOneHanded_ = false;
310
311 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
312 bool PistolTwoHanded_ = false;
313
314 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
315 bool Shotgun_ = false;
316
317 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
318 bool Sniper_ = false;
319
320 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
321 bool Launcher_ = false;
322
323 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
324 bool Sword_ = false;
325
326 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
327 bool Knife_ = false;
328
329 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
330 bool SwordShield_ = false;
331
332 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
333 bool Chainsaw_ = false;
334
335 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
336 bool Melee_ = false;
337
338 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
339 bool Bow_ = false;
340
341 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
342 bool Torch_ = false;
343
344 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
345 bool Binoculars_ = false;
346
347 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
348 bool Box_ = false;
349
350 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Character States")
351 bool Barrel_ = false;
352
353public:
355 {
356 }
357
358 FALSOverlayState(const EALSOverlayState InitialState) { *this = InitialState; }
359
360 const bool& Default() const { return Default_; }
361 const bool& Masculine() const { return Masculine_; }
362 const bool& Feminine() const { return Feminine_; }
363 const bool& Injured() const { return Injured_; }
364 const bool& HandsTied() const { return HandsTied_; }
365 const bool& Rifle() const { return Rifle_; }
366 const bool& PistolOneHanded() const { return PistolOneHanded_; }
367 const bool& PistolTwoHanded() const { return PistolTwoHanded_; }
368 const bool& Shotgun() const { return Shotgun_; }
369 const bool& Sniper() const { return Sniper_; }
370 const bool& Launcher() const { return Launcher_; }
371 const bool& Sword() const { return Sword_; }
372 const bool& Chainsaw() const { return Chainsaw_; }
373 const bool& Knife() const { return Knife_; }
374 const bool& SwordShield() const { return SwordShield_; }
375
376 const bool& Melee() const { return Melee_; }
377
378 const bool& Bow() const { return Bow_; }
379 const bool& Torch() const { return Torch_; }
380 const bool& Binoculars() const { return Binoculars_; }
381 const bool& Box() const { return Box_; }
382 const bool& Barrel() const { return Barrel_; }
383
384 operator EALSOverlayState() const { return State; }
385
386 void operator=(const EALSOverlayState NewAction)
387 {
388 State = NewAction;
389 Default_ = State == EALSOverlayState::Default;
390 Masculine_ = State == EALSOverlayState::Masculine;
391 Feminine_ = State == EALSOverlayState::Feminine;
392 Injured_ = State == EALSOverlayState::Injured;
393 HandsTied_ = State == EALSOverlayState::HandsTied;
394 Rifle_ = State == EALSOverlayState::Rifle;
395 PistolOneHanded_ = State == EALSOverlayState::PistolOneHanded;
396 PistolTwoHanded_ = State == EALSOverlayState::PistolTwoHanded;
397 Shotgun_ = State == EALSOverlayState::Shotgun;
398 Sniper_ = State == EALSOverlayState::Sniper;
399 Launcher_ = State == EALSOverlayState::Launcher;
400 Sword_ = State == EALSOverlayState::Sword;
401 Knife_ = State == EALSOverlayState::Knife;
402 Chainsaw_ = State == EALSOverlayState::Chainsaw;
403 SwordShield_ = State == EALSOverlayState::SwordShield;
404
405 Melee_ = State == EALSOverlayState::Melee;
406 Bow_ = State == EALSOverlayState::Bow;
407 Torch_ = State == EALSOverlayState::Torch;
408 Binoculars_ = State == EALSOverlayState::Binoculars;
409 Box_ = State == EALSOverlayState::Box;
410 Barrel_ = State == EALSOverlayState::Barrel;
411 }
412};
413
414USTRUCT(BlueprintType)
416{
417 GENERATED_BODY()
418
419private:
420 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Breakfall System")
422
423 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Breakfall System")
424 bool None_ = true;
425
426 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Breakfall System")
427 bool Roll_ = false;
428
429public:
433
434 FALSGroundedEntryState(const EALSGroundedEntryState InitialState) { *this = InitialState; }
435
436 const bool& None() const { return None_; }
437 const bool& Roll() const { return Roll_; }
438
439 operator EALSGroundedEntryState() const { return State; }
440
442 {
443 State = NewState;
444 None_ = State == EALSGroundedEntryState::None;
445 Roll_ = State == EALSGroundedEntryState::Roll;
446 }
447};
EALSMovementDirection
Definition ALSCharacterEnumLibrary.h:169
EALSGait
Definition ALSCharacterEnumLibrary.h:29
EALSGroundedEntryState
Definition ALSCharacterEnumLibrary.h:143
EALSMovementState
Definition ALSCharacterEnumLibrary.h:55
EALSRotationMode
Definition ALSCharacterEnumLibrary.h:97
EALSStance
Definition ALSCharacterEnumLibrary.h:108
EALSMovementAction
Definition ALSCharacterEnumLibrary.h:41
EALSOverlayState
Definition ALSCharacterEnumLibrary.h:68
Definition ALSStructEnumLibrary.h:237
void operator=(const EALSGait NewGait)
Definition ALSStructEnumLibrary.h:270
const bool & Walking() const
Definition ALSStructEnumLibrary.h:263
FALSGait(const EALSGait InitialGait)
Definition ALSStructEnumLibrary.h:261
const bool & Running() const
Definition ALSStructEnumLibrary.h:264
const bool & Sliding() const
Definition ALSStructEnumLibrary.h:266
const bool & Sprinting() const
Definition ALSStructEnumLibrary.h:265
Definition ALSStructEnumLibrary.h:416
const bool & Roll() const
Definition ALSStructEnumLibrary.h:437
void operator=(const EALSGroundedEntryState NewState)
Definition ALSStructEnumLibrary.h:441
const bool & None() const
Definition ALSStructEnumLibrary.h:436
FALSGroundedEntryState(const EALSGroundedEntryState InitialState)
Definition ALSStructEnumLibrary.h:434
Definition ALSStructEnumLibrary.h:187
const bool & GettingUp() const
Definition ALSStructEnumLibrary.h:220
const bool & Rolling() const
Definition ALSStructEnumLibrary.h:219
const bool & None() const
Definition ALSStructEnumLibrary.h:216
void operator=(const EALSMovementAction NewAction)
Definition ALSStructEnumLibrary.h:224
FALSMovementAction(const EALSMovementAction InitialAction)
Definition ALSStructEnumLibrary.h:214
const bool & HighMantle() const
Definition ALSStructEnumLibrary.h:218
const bool & LowMantle() const
Definition ALSStructEnumLibrary.h:217
Definition ALSStructEnumLibrary.h:139
const bool & Right() const
Definition ALSStructEnumLibrary.h:169
const bool & Forward() const
Definition ALSStructEnumLibrary.h:168
const bool & Backward() const
Definition ALSStructEnumLibrary.h:171
void operator=(const EALSMovementDirection NewMovementDirection)
Definition ALSStructEnumLibrary.h:175
FALSMovementDirection(const EALSMovementDirection InitialMovementDirection)
Definition ALSStructEnumLibrary.h:163
const bool & Left() const
Definition ALSStructEnumLibrary.h:170
Definition ALSStructEnumLibrary.h:14
const bool & Ragdoll() const
Definition ALSStructEnumLibrary.h:47
const bool & Mantling() const
Definition ALSStructEnumLibrary.h:46
FALSMovementState(const EALSMovementState InitialState)
Definition ALSStructEnumLibrary.h:41
void operator=(const EALSMovementState NewState)
Definition ALSStructEnumLibrary.h:51
const bool & Grounded() const
Definition ALSStructEnumLibrary.h:44
const bool & InAir() const
Definition ALSStructEnumLibrary.h:45
const bool & None() const
Definition ALSStructEnumLibrary.h:43
Definition ALSStructEnumLibrary.h:283
const bool & Melee() const
Definition ALSStructEnumLibrary.h:376
const bool & Default() const
Definition ALSStructEnumLibrary.h:360
const bool & Binoculars() const
Definition ALSStructEnumLibrary.h:380
const bool & Chainsaw() const
Definition ALSStructEnumLibrary.h:372
const bool & Sword() const
Definition ALSStructEnumLibrary.h:371
const bool & PistolTwoHanded() const
Definition ALSStructEnumLibrary.h:367
void operator=(const EALSOverlayState NewAction)
Definition ALSStructEnumLibrary.h:386
const bool & Knife() const
Definition ALSStructEnumLibrary.h:373
const bool & SwordShield() const
Definition ALSStructEnumLibrary.h:374
const bool & Torch() const
Definition ALSStructEnumLibrary.h:379
const bool & Barrel() const
Definition ALSStructEnumLibrary.h:382
FALSOverlayState(const EALSOverlayState InitialState)
Definition ALSStructEnumLibrary.h:358
const bool & Masculine() const
Definition ALSStructEnumLibrary.h:361
const bool & Launcher() const
Definition ALSStructEnumLibrary.h:370
const bool & Injured() const
Definition ALSStructEnumLibrary.h:363
const bool & Shotgun() const
Definition ALSStructEnumLibrary.h:368
const bool & Rifle() const
Definition ALSStructEnumLibrary.h:365
const bool & PistolOneHanded() const
Definition ALSStructEnumLibrary.h:366
const bool & Bow() const
Definition ALSStructEnumLibrary.h:378
const bool & Feminine() const
Definition ALSStructEnumLibrary.h:362
const bool & HandsTied() const
Definition ALSStructEnumLibrary.h:364
const bool & Sniper() const
Definition ALSStructEnumLibrary.h:369
const bool & Box() const
Definition ALSStructEnumLibrary.h:381
Definition ALSStructEnumLibrary.h:99
void operator=(const EALSRotationMode NewRotationMode)
Definition ALSStructEnumLibrary.h:128
const bool & LookingDirection() const
Definition ALSStructEnumLibrary.h:123
const bool & VelocityDirection() const
Definition ALSStructEnumLibrary.h:122
const bool & Aiming() const
Definition ALSStructEnumLibrary.h:124
FALSRotationMode(const EALSRotationMode InitialRotationMode)
Definition ALSStructEnumLibrary.h:120
Definition ALSStructEnumLibrary.h:64
FALSStance(const EALSStance InitialStance)
Definition ALSStructEnumLibrary.h:82
void operator=(const EALSStance NewStance)
Definition ALSStructEnumLibrary.h:89
const bool & Standing() const
Definition ALSStructEnumLibrary.h:84
const bool & Crouching() const
Definition ALSStructEnumLibrary.h:85