Trying to add pre-jump logic and animation
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								KOFForever/Content/Characters/Terry/BP_Terry.uasset
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								KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump.uasset
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							@ -71,8 +71,15 @@ UPaperFlipbook* AKOFBaseCharacter::GetAnimation(FName Key)
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void AKOFBaseCharacter::UpdateAnimation()
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					void AKOFBaseCharacter::UpdateAnimation()
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{
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					{
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						// need to get the animation based on what state we're in...
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	// rendering
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						// rendering
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	if(!bIsInAir)
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						if(!bIsInAir)
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						{
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							if(bWantsToJump)
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							{
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								SetAnimationFlipbook("PRE_JUMP");
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							}
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							else
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		{
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							{
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			if(Direction > 0)
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								if(Direction > 0)
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			{
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								{
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@ -87,6 +94,7 @@ void AKOFBaseCharacter::UpdateAnimation()
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				SetAnimationFlipbook("IDLE");
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									SetAnimationFlipbook("IDLE");
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			}
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								}
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		}
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							}
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						}
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	else
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						else
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	{
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						{
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		SetAnimationFlipbook("JUMP_NEUTRAL");
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							SetAnimationFlipbook("JUMP_NEUTRAL");
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@ -124,7 +132,7 @@ void AKOFBaseCharacter::ProcessInputs(EVirtualGamePadButton Button)
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	switch(Button)
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						switch(Button)
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	{
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						{
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		case EVirtualGamePadButton::VGP_Up:
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							case EVirtualGamePadButton::VGP_Up:
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			Jump();
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								bWantsToJump = true;
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			break;
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								break;
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	}
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						}
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}
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					}
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@ -202,6 +210,16 @@ void AKOFBaseCharacter::Tick(float DeltaTime)
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{
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					{
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	Super::Tick(DeltaTime);
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						Super::Tick(DeltaTime);
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						if(!bIsInAir && bWantsToJump)
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						{
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							TicksSinceJumpRequested++;
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							if(TicksSinceJumpRequested >= 4)
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							{
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								Jump();
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								TicksSinceJumpRequested = 0;
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								bWantsToJump = false;
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							}
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						}
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	// character logic
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						// character logic
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	UpdateMovement(FFixed(DeltaTime));
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						UpdateMovement(FFixed(DeltaTime));
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@ -99,6 +99,9 @@ protected:
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	bool bIsInAir;
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						bool bIsInAir;
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						bool bWantsToJump;
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						int TicksSinceJumpRequested;
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	void Jump();
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						void Jump();
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	// input and control
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						// input and control
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