local Buff_PlayerAddJump = {}; function Buff_PlayerAddJump:LuaDoAction() if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[Buff_PlayerAddJump_LuaDoAction]") local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) and self.Params[1] then UGCPawnAttrSystem.SetJumpZVelocity(OwnerPawn, UGCPawnAttrSystem.GetJumpZVelocity(OwnerPawn) * self.Params[1]) end return true end function Buff_PlayerAddJump:LuaUndoAction() if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[Buff_PlayerAddJump_LuaUndoAction]") local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) and self.Params[1] then UGCPawnAttrSystem.SetJumpZVelocity(OwnerPawn, UGCPawnAttrSystem.GetJumpZVelocity(OwnerPawn) / self.Params[1]) end return true end function Buff_PlayerAddJump:LuaResetAction() UGCLogSystem.Log("[Buff_PlayerAddJump_LuaResetAction]") return true end --function Buff_PlayerAddJump:LuaUpdateAction(DeltaSeconds) -- return true --end return Buff_PlayerAddJump;