package playerStateMachineBaseLocomotionLowGravity
using playerStateMachineStateBase

baseLocomotionStateLowGravity : baseState
{
	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 = -4.0;
	float downwardsGravity = -2.46;
	float capsuleHeight = 1.8f;
	float capsuleRadius = 0.4f;
	bool useCameraHeadingForMovement = false;
	float defaultGravity = -2.56f;
	float softBlockAimingOnEnterFor = -1;
	bool ignoreSlope = false;
}

locomotionGroundLowGravity : baseLocomotionStateLowGravity
{
	string stateType = "Locomotion_Ground";
	string stateBodyClassName = "LocomotionSimple";
}

locomotionAirLowGravity : baseLocomotionStateLowGravity
{
	string stateType = "Locomotion_Air";
	string stateBodyClassName = "LocomotionAir";
	bool hasEnterCondition = true;
	bool hasExitCondition = false;
	bool hasOnEnter = true;
	bool hasOnExit = true;
	bool hasOnUpdate = true;
	bool imperfectTurn = true;
	int numberOfMultiJumps = 0;
	float regularLandingHeight = 0.2f;
	float hardLandingHeight = 24.0f;
	float veryHardLandingHeight = 72.0f;
	float deathLanding = 100.0f;
}

