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FInputScale_PRAS Struct Reference

#include <RecoilData.h>

Public Member Functions

FInputScale_PRAS operator* (const FInputScale_PRAS &A) const
 
void operator*= (const FInputScale_PRAS &A)
 
FInputScale_PRAS operator/ (const FInputScale_PRAS &A) const
 
void operator/= (const FInputScale_PRAS &A)
 
void Reset ()
 

Public Attributes

FVector2D Pitch = FVector2D::UnitVector
 
FVector2D Kick = FVector2D::UnitVector
 
FVector2D KickR = FVector2D::UnitVector
 
FVector2D KickUp = FVector2D::UnitVector
 
FVector4 Yaw = FVector4(1, 1, 1, 1)
 
FVector4 Roll = FVector4(1, 1, 1, 1)
 
FVector2D Noise = FVector2D::UnitVector
 
FVector2D Progression = FVector2D::UnitVector
 

Member Function Documentation

◆ operator*()

FInputScale_PRAS FInputScale_PRAS::operator* ( const FInputScale_PRAS & A) const
inline
138 {
139 FInputScale_PRAS NewScale;
140
141 NewScale.Pitch *= A.Pitch;
142 NewScale.Kick *= A.Kick;
143 NewScale.KickR *= A.KickR;
144 NewScale.KickUp *= A.KickUp;
145 NewScale.Yaw *= A.Yaw;
146 NewScale.Roll *= A.Roll;
147 NewScale.Noise *= A.Noise;
148 NewScale.Progression *= A.Progression;
149
150 return NewScale;
151 }
Definition RecoilData.h:113
FVector2D KickR
Definition RecoilData.h:121
FVector2D Noise
Definition RecoilData.h:131
FVector2D Pitch
Definition RecoilData.h:117
FVector2D KickUp
Definition RecoilData.h:123
FVector4 Yaw
Definition RecoilData.h:126
FVector2D Kick
Definition RecoilData.h:119
FVector4 Roll
Definition RecoilData.h:128
FVector2D Progression
Definition RecoilData.h:135

◆ operator*=()

void FInputScale_PRAS::operator*= ( const FInputScale_PRAS & A)
inline
154 {
155 Pitch *= A.Pitch;
156 Kick *= A.Kick;
157 KickR *= A.KickR;
158 KickUp *= A.KickUp;
159 Yaw *= A.Yaw;
160 Roll *= A.Roll;
161 Noise *= A.Noise;
163 }

◆ operator/()

FInputScale_PRAS FInputScale_PRAS::operator/ ( const FInputScale_PRAS & A) const
inline
166 {
167 FInputScale_PRAS NewScale;
168
169 NewScale.Pitch /= A.Pitch;
170 NewScale.Kick /= A.Kick;
171 NewScale.KickR /= A.KickR;
172 NewScale.KickUp /= A.KickUp;
173 NewScale.Yaw /= A.Yaw;
174 NewScale.Roll /= A.Roll;
175 NewScale.Noise /= A.Noise;
176 NewScale.Progression /= A.Progression;
177
178 return NewScale;
179 }

◆ operator/=()

void FInputScale_PRAS::operator/= ( const FInputScale_PRAS & A)
inline
182 {
183 Pitch /= A.Pitch;
184 Kick /= A.Kick;
185 KickR /= A.KickR;
186 KickUp /= A.KickUp;
187 Yaw /= A.Yaw;
188 Roll /= A.Roll;
189 Noise /= A.Noise;
191 }

◆ Reset()

void FInputScale_PRAS::Reset ( )
inline
194 {
195 Pitch = Kick = KickR = KickUp = Noise = Progression = FVector2D::UnitVector;
196 Yaw = Roll = FVector4(1, 1, 1, 1);
197 }

Member Data Documentation

◆ Kick

FVector2D FInputScale_PRAS::Kick = FVector2D::UnitVector

◆ KickR

FVector2D FInputScale_PRAS::KickR = FVector2D::UnitVector

◆ KickUp

FVector2D FInputScale_PRAS::KickUp = FVector2D::UnitVector

◆ Noise

FVector2D FInputScale_PRAS::Noise = FVector2D::UnitVector

◆ Pitch

FVector2D FInputScale_PRAS::Pitch = FVector2D::UnitVector

◆ Progression

FVector2D FInputScale_PRAS::Progression = FVector2D::UnitVector

◆ Roll

FVector4 FInputScale_PRAS::Roll = FVector4(1, 1, 1, 1)

◆ Yaw

FVector4 FInputScale_PRAS::Yaw = FVector4(1, 1, 1, 1)

The documentation for this struct was generated from the following file: