package playerStateMachineBaseLocomotionTier4
using playerStateMachineStateBase

baseLocomotionStateTier4 : baseState
{
	CName onEnterCameraControllerName = "FPPController";
	bool hasEnterCondition = false;
	bool hasExitCondition = false;
	bool hasOnEnter = true;
	bool hasOnExit = false;
	bool hasOnUpdate = false;
	bool imperfectTurn = false;
	bool speedBoostInputRequired = false;
	bool speedBoostMultiplyByDot = false;
	float upwardsGravity = -16;
	float downwardsGravity = -16;
	float capsuleHeight = 1.8;
	float capsuleRadius = 0.4;
	bool useCameraHeadingForMovement = false;
	float defaultGravity = -16;
	float softBlockAimingOnEnterFor = -1;
	bool collisionFilterPresetIsZero = true;
	bool ignoreSlope = true;
}

locomotionGroundTier4 : baseLocomotionStateTier4
{
	string stateType = "Locomotion_Ground";
	string stateBodyClassName = "LocomotionForceIdle";
}

locomotionAirTier4 : baseLocomotionStateTier4
{
	string stateType = "Locomotion_Air";
	string stateBodyClassName = "LocomotionForceIdle";
	bool hasEnterCondition = true;
	bool hasExitCondition = false;
	bool hasOnEnter = true;
	bool hasOnExit = true;
	bool hasOnUpdate = true;
	bool imperfectTurn = true;
	int numberOfMultiJumps = 1;
	float regularLandingHeight = 0.2f;
	float hardLandingHeight = 2.5f;
	float veryHardLandingHeight = 12.f;
	float deathLanding = 16.f;
}

