#include "LocomotionSurvivorSubAnimInstance.h"

ULocomotionSurvivorSubAnimInstance::ULocomotionSurvivorSubAnimInstance()
{
	this->_aimOffsetYawInterpolationSpeed = 1000.000000;
	this->_aimOffsetYawDeadzoneStart = 173.000000;
	this->_aimOffsetYawDrasticChangeUpperLimit = 100.000000;
	this->_aimOffsetYawDrasticChangeLowerLimit = 10.000000;
	this->_aimOffsetYawDrasticChangeInterpolationSpeed = 2200.000000;
	this->_aimOffsetYawInterpolationEaseInLength = 0.500000;
	this->_aimOffsetYawInterpolationEaseOutDistance = 10.000000;
	this->_isPlayerInPerkInteractionToFloat = 0.000000;
	this->_isCrawlRecover = false;
	this->_explicitTimeLookAtStand = 0.000000;
	this->_lookAtAlpha = 0.000000;
	this->_strafingDirection = 0.000000;
	this->_strafingSpeed = 0.000000;
	this->_strafingSpeedDefaultValue = 0.560000;
	this->_locomotionPlayrate = 0.000000;
	this->_locomotionPlayrateDefaultValue = 0.565000;
	this->_locomotionStartPosition = 0.000000;
	this->_isUsingHeavyCarry = false;
	this->_isUsingLightCarry = false;
	this->_isHealthy = false;
	this->_isRecoveringWhileCrawling = false;
	this->_wasMovingResetTime = 0.100000;
	this->_isIdle = false;
	this->_shouldPlayLowerCarryAnimation = false;
	this->_isRunning = false;
	this->_isCrouching = false;
	this->_isCrawling = false;
	this->_isDead = false;
	this->_walkAnimSpeed = 0.000000;
	this->_walkAnimStartOffset = 0.000000;
	this->_walkAnimPlayRateMultiplier = 0.000000;
	this->_wasLastDamageSourceDeepWounds = false;
	this->_isStrafing = false;
	this->_isUsingDeadHard = false;
	this->_direction = 0.000000;
	this->_isUsingAimItem = false;
	this->_aimOffsetPitch = 0.000000;
	this->_aimOffsetYaw = 0.000000;
	this->_isAimOffsetYawInDeadZone = false;
	this->_isBeingCarried = false;
	this->_crawlingDirectionWhileMoving = 0.000000;
	this->_crawlMovingJustStopped = false;
	this->_isImmobilized = false;
	this->_canUseLookAtRule = false;
	this->_cannotUseLookAtRule = false;
	this->_lookAtStandIdleToQuickLeftToRightRule = false;
	this->_lookAtStandIdleToQuickRightToLeftRule = false;
	this->_mainConduitToDeadRule = false;
	this->_mainConduitToCrawlRule = false;
	this->_mainConduitToDeepWoundToCrawlRule = false;
	this->_mainConduitToConduitToLocomotionRule = false;
	this->_conduitToLocomotionToCrouchRule = false;
	this->_conduitToLocomotionToWalkRunRule = false;
	this->_conduitToLocomotionToStandIdle = false;
	this->_lookAtAlphaBlendMultiDown = 0.000000;
	this->_lookAtAlphaBlendMultiCenter = 0.000000;
	this->_lookAtAlphaBlendMultiUp = 0.000000;
	this->_isDrasticAimOffsetYawChangeDetected = false;
	this->_lightOnNeckWhenCarried = false;
	this->_aimOffsetYawInterpolated = 0.000000;
	this->_aimOffsetYawClampValue = 0.000000;
	this->_maxParadiseWalkCycleOffSet = 1.000000;
	this->_minParadiseWalkPlayRateMultiplier = 0.800000;
}
