Remove state entry conditions
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				@ -28,7 +28,7 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext)
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    IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
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					    IFFStateAvatarInterface* SAI = Cast<IFFStateAvatarInterface>(InStateContext.Avatar);
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    if(SAI)
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					    if(SAI)
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    {
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					    {
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        if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType) && SAI->CheckStateEntryConditions(EntryConditions)))
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					        if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType)))
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        {
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					        {
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            return false;
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					            return false;
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        }
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					        }
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@ -79,10 +79,6 @@ public:
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    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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					    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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	int32 StateType;
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						int32 StateType;
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    /** Conditions that need to be met in order for this state to be transitioned into */
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    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties")
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	TArray<int32> EntryConditions;
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	/**
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						/**
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	 *	Input sequences that needs to be present in the controlling player's input buffer for this
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						 *	Input sequences that needs to be present in the controlling player's input buffer for this
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	 *	state to be eligible for transitioning.
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						 *	state to be eligible for transitioning.
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@ -24,6 +24,4 @@ public:
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	virtual bool CheckStance(int32 Stance) = 0;
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						virtual bool CheckStance(int32 Stance) = 0;
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    virtual bool CheckStateEnabled(int32 StateType) = 0;
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					    virtual bool CheckStateEnabled(int32 StateType) = 0;
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	virtual bool CheckStateEntryConditions(const TArray<int32>& EntryConditions) = 0;
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};
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					};
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