6#include "CoreMinimal.h"
9#include "ALSStructEnumLibrary.generated.h"
18 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Movement System")
21 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
24 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
25 bool Grounded_ = false;
27 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
30 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
31 bool Mantling_ = false;
33 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
34 bool Ragdoll_ = false;
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_; }
68 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Character States")
71 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
72 bool Standing_ = true;
74 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
75 bool Crouching_ = false;
84 const bool&
Standing()
const {
return Standing_; }
85 const bool&
Crouching()
const {
return Crouching_; }
103 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Rotation System")
106 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation
System")
107 bool VelocityDirection_ = true;
109 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation
System")
110 bool LookingDirection_ = false;
112 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Rotation
System")
113 bool Aiming_ = false;
124 const bool&
Aiming()
const {
return Aiming_; }
130 RotationMode = NewRotationMode;
137USTRUCT(BlueprintType)
143 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Movement System")
146 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
147 bool Forward_ = true;
149 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
152 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
155 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
156 bool Backward_ = false;
165 *
this = InitialMovementDirection;
168 const bool&
Forward()
const {
return Forward_; }
169 const bool&
Right()
const {
return Right_; }
170 const bool&
Left()
const {
return Left_; }
177 MovementDirection = NewMovementDirection;
185USTRUCT(BlueprintType)
191 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Movement System")
194 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
197 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
198 bool LowMantle_ = false;
200 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
201 bool HighMantle_ = false;
203 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
204 bool Rolling_ = false;
206 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
207 bool GettingUp_ = false;
216 const bool&
None()
const {
return None_; }
219 const bool&
Rolling()
const {
return Rolling_; }
235USTRUCT(BlueprintType)
241 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Movement System")
244 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
245 bool Walking_ = true;
247 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
248 bool Sliding_ = false;
250 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
251 bool Running_ = false;
253 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Movement
System")
254 bool Sprinting_ = false;
263 const bool&
Walking()
const {
return Walking_; }
264 const bool&
Running()
const {
return Running_; }
266 const bool&
Sliding()
const {
return Sliding_; }
281USTRUCT(BlueprintType)
287 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Character States")
290 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
291 bool Default_ = true;
293 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
294 bool Masculine_ = false;
296 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
297 bool Feminine_ = false;
299 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
300 bool Injured_ = false;
302 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
303 bool HandsTied_ = false;
305 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
308 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
309 bool PistolOneHanded_ = false;
311 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
312 bool PistolTwoHanded_ = false;
314 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
315 bool Shotgun_ = false;
317 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
318 bool Sniper_ = false;
320 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
321 bool Launcher_ = false;
323 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
326 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
329 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
330 bool SwordShield_ = false;
332 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
333 bool Chainsaw_ = false;
335 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
338 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
341 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
344 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
345 bool Binoculars_ = false;
347 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
350 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|
Character States")
351 bool Barrel_ = false;
360 const bool&
Default()
const {
return Default_; }
363 const bool&
Injured()
const {
return Injured_; }
365 const bool&
Rifle()
const {
return Rifle_; }
368 const bool&
Shotgun()
const {
return Shotgun_; }
369 const bool&
Sniper()
const {
return Sniper_; }
371 const bool&
Sword()
const {
return Sword_; }
373 const bool&
Knife()
const {
return Knife_; }
376 const bool&
Melee()
const {
return Melee_; }
378 const bool&
Bow()
const {
return Bow_; }
379 const bool&
Torch()
const {
return Torch_; }
381 const bool&
Box()
const {
return Box_; }
382 const bool&
Barrel()
const {
return Barrel_; }
414USTRUCT(BlueprintType)
420 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess =
true), Category =
"ALS|Breakfall System")
423 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Breakfall
System")
426 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "ALS|Breakfall
System")
436 const bool&
None()
const {
return None_; }
437 const bool&
Roll()
const {
return Roll_; }
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