Inherits from (0 fields)
- MPropertyDescription: "A bit of grace distance ontop of the player's capsule vs the ball radius, to make contact a little easier"
- MPropertyDescription: "Always kick at least this much in the direction the player is facing."MPropertyStartGroup: "Ball Touch Force"
- MPropertyDescription: "Same as above but when meleeing"MPropertyStartGroup: "Ball Light Melee Forces"
- MPropertyDescription: "Degrees pitch to launch the ball up"
- MPropertyDescription: "Same as above but when heavy meleeing. Note you're at zero speed when delivering melee so this must be higher than you'd think"
- MPropertyDescription: "The player's speed in the direciton they are headed is multiplied by this."
- MPropertyDescription: "Proportion of player's speed inherited directly from the player."
- m_ForceVSCameraPitch: CPiecewiseCurve = {"m_spline":[],"m_tangents":[],"m_vDomainMins":[0,0],"m_vDomainMaxs":[0,0]}120 (0x78)MPropertyDescription: "Looking at your feet vs looking at the horizon creates a multiplier to the kick - aim up to lob/shoot, aim down to dribble."
- m_ConsecutiveJugglesVsRandomness: CPiecewiseCurve = {"m_spline":[],"m_tangents":[],"m_vDomainMins":[0,0],"m_vDomainMaxs":[0,0]}184 (0xB8)MPropertyDescription: "Keep the player on their feet by adding more of a degree of randomness the more the juggle count goes up."MPropertyStartGroup: "Misc Juggle Minigame"
- MPropertyDescription: "The more difficult we get, the higher the gravity. So if this is 0.25, gravity multiplier will be 1 + 1.5"
- MPropertyDescription: "Don't show any effects at the apex of a juggled ball if it's less juggles than this"
- MPropertyDescription: "Play a sound each time we reach an apex above the Min Juggles Befor eDisplay value"
- m_JuggleRunEnded: CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition > >496 (0x01F0)MPropertyDescription: "Plays when the juggle run ends (the ball touches a ground surface). This is not the same as contact sounds. It's a gameplay event"