feat: basic movement animations
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Content/Models/T-Pose/Animations/CrouchBlend.uasset
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Content/Models/T-Pose/Animations/CrouchBlend.uasset
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Content/Models/T-Pose/Animations/Idle.uasset
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Content/Models/T-Pose/Animations/Idle.uasset
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Content/Models/T-Pose/Animations/IdleCrouching.uasset
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Content/Models/T-Pose/Animations/IdleCrouching.uasset
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Content/Models/T-Pose/Animations/IdleWalkRunBlend.uasset
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Content/Models/T-Pose/Animations/IdleWalkRunBlend.uasset
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Content/Models/T-Pose/Animations/Rifle_Jump.uasset
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Content/Models/T-Pose/Animations/Rifle_Jump.uasset
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Content/Models/T-Pose/Animations/Running.uasset
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Content/Models/T-Pose/Animations/Running.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingBackward.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingBackward.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingForward.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingForward.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingLeft.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingLeft.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingRight.uasset
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Content/Models/T-Pose/Animations/WalkCrouchingRight.uasset
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Content/Models/T-Pose/Animations/WalkingBackward.uasset
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Content/Models/T-Pose/Animations/WalkingBackward.uasset
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Content/Models/T-Pose/Animations/WalkingForward.uasset
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Content/Models/T-Pose/Animations/WalkingForward.uasset
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Content/Models/T-Pose/Animations/WalkingLeft.uasset
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Content/Models/T-Pose/Animations/WalkingLeft.uasset
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Content/Models/T-Pose/Animations/WalkingRight.uasset
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Content/Models/T-Pose/Animations/WalkingRight.uasset
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Content/Models/T-Pose/PlayerAnimationBP.uasset
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Content/Models/T-Pose/PlayerAnimationBP.uasset
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@ -210,6 +210,7 @@ void AExoPlayerCharacter::CrouchCustom()
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SetTargetEyeHeight(CrouchedEyeHeight);
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GetCharacterMovement()->MaxWalkSpeed = CrouchSpeed;
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bIsCrouched = true;
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bIsCrouchingMode = true;
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CrouchTimeline.Play();
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//float CurrentCamHeight = GetCurrentEyeHeight();
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@ -224,6 +225,7 @@ void AExoPlayerCharacter::TryUnCrouchCustom()
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SetTargetEyeHeight(StandingEyeHeight);
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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bIsCrouched = false;
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bIsCrouchingMode = false;
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CrouchTimeline.Reverse();
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//float CurrentCamHeight = GetCurrentEyeHeight();
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@ -48,10 +48,10 @@ public:
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UPROPERTY(EditAnywhere, Category = "Slide Properties")
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float SlideCooldown = 0.35f;
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UPROPERTY(EditAnywhere, Category = "Movement Properties")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Properties")
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float WalkSpeed = 600.0f;
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UPROPERTY(EditAnywhere, Category = "Movement Properties")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Properties")
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float SprintSpeed = 1500.0f;
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UPROPERTY(EditAnywhere, Category = "Movement Properties")
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@ -63,6 +63,9 @@ public:
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UPROPERTY(EditAnywhere, Category = "Aiming")
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float bIsAimingMode = false;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crouch")
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bool bIsCrouchingMode = false;
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UPROPERTY(EditAnywhere, Category = "Health")
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float CurrentHealth = 50.0f;
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