Gah - a solution with more questions. – EntropicLqd
UE1:Pawn internal variables (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Pawn internal variables in other games:
- U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
- Other member categories for this class:
- functions, instance functions
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] Alertness
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
[edit] AvgPhysicsTime
Type: float
Modifiers: const
Default value: 0.1
[edit] bAltFire
Type: byte
Modifiers: input
[edit] bAutoActivate
Type: bool
[edit] bAvoidLedges
Type: bool
don't get too close to ledges
[edit] bBehindView
Type: bool
Outside-the-player view.
[edit] bCanDoSpecial
Type: bool
[edit] bCanFly
Type: bool
[edit] bCanJump
Type: bool
[edit] bCanOpenDoors
Type: bool
[edit] bCanSwim
Type: bool
[edit] bCanWalk
Type: bool
[edit] bCountJumps
Type: bool
[edit] bDrowning
Type: bool
[edit] bDuck
Type: byte
Modifiers: input
[edit] bExtra0
Type: byte
Modifiers: input
[edit] bExtra1
Type: byte
Modifiers: input
[edit] bExtra2
Type: byte
Modifiers: input
[edit] bExtra3
Type: byte
Modifiers: input
[edit] bFire
Type: byte
Modifiers: input
[edit] bFreeLook
Type: byte
Modifiers: input
[edit] bFromWall
Type: bool
[edit] bHitSlopedWall
Type: bool
Modifiers: const
used by Physics
[edit] bHunting
Type: bool
[edit] bIsFemale
Type: bool
[edit] bIsHuman
Type: bool
for games which care about whether a pawn is a human
[edit] bIsMultiSkinned
Type: bool
[edit] bIsPlayer
Type: bool
Pawn is a player or a player-bot.
[edit] bIsWalking
Type: bool
[edit] bJumpOffPawn
Type: bool
[edit] bJustLanded
Type: bool
used by eyeheight adjustment
[edit] bLook
Type: byte
Modifiers: input
[edit] bLOSflag
Type: bool
Modifiers: const
used for alternating LineOfSight traces
[edit] bNeverSwitchOnPickup
Type: bool
Modifiers: travel
if true, don't automatically switch to picked up weapon
[edit] bReducedSpeed
Type: bool
Modifiers: const
used by movement nativees
[edit] bRun
Type: byte
Modifiers: input
[edit] bShootSpecial
Type: bool
[edit] bSnapLevel
Type: byte
Modifiers: input
[edit] bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
[edit] bStrafe
Type: byte
Modifiers: input
[edit] bUpAndOut
Type: bool
used by swimming
[edit] bUpdatingDisplay
Type: bool
[edit] bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
[edit] bZoom
Type: byte
Modifiers: input
[edit] carriedDecoration
Type: Decoration
[edit] DamageScaling
Type: float
Default value: 1.0
[edit] DesiredSpeed
Type: float
[edit] Destination
Type: Object.Vector
set by Movement natives
[edit] DieCount
Type: int
[edit] Enemy
Type: Pawn
[edit] EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
[edit] FaceTarget
Type: Actor
set by strafefacing native
[edit] Floor
Type: Object.Vector
Modifiers: const
[edit] Focus
Type: Object.Vector
set by Movement natives
[edit] FootRegion
Type: Actor.PointRegion
[edit] HeadRegion
Type: Actor.PointRegion
[edit] home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
[edit] ItemCount
Type: int
[edit] KillCount
Type: int
[edit] LastPainSound
Type: float
[edit] LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
[edit] LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
[edit] LastSeenTime
Type: float
[edit] MaxDesiredSpeed
Type: float
Default value: 1.0
[edit] MinHitWall
Type: float
[edit] MoveTarget
Type: Actor
set by movement natives
[edit] MoveTimer
Type: float
[edit] NextLabel
Type: name
for queueing states
[edit] nextPawn
Type: Pawn
Modifiers: const
[edit] NextState
Type: name
for queueing states
[edit] noise1loudness
Type: float
Modifiers: const
[edit] noise1other
Type: Pawn
Modifiers: const
[edit] noise1spot
Type: Object.Vector
Modifiers: const
[edit] noise1time
Type: float
Modifiers: const
Default value: -10.0
[edit] noise2loudness
Type: float
Modifiers: const
[edit] noise2other
Type: Pawn
Modifiers: const
[edit] noise2spot
Type: Object.Vector
Modifiers: const
[edit] noise2time
Type: float
Modifiers: const
Default value: -10.0
[edit] OldMessageTime
Type: float
[edit] OrthoZoom
Type: float
Orthogonal/map view zoom factor.
Default value: 40000.0
[edit] PainTime
Type: float
used for getting PainTimer() messages (for Lava, no air, etc.)
[edit] PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
[edit] PlayerReplicationInfo
Type: PlayerReplicationInfo
[edit] PlayerReStartState
Type: name
Default value: 'PlayerWalking'
[edit] RouteCache
Type: NavigationPoint
Array size: 16
[edit] SecretCount
Type: int
[edit] SelectedItem
Type: Inventory
Modifiers: travel
[edit] SightCounter
Type: float
Used to keep track of when to check player visibility
[edit] SoundDampening
Type: float
Default value: 1.0
[edit] SpecialGoal
Type: Actor
used by navigation AI
[edit] SpecialPause
Type: float
[edit] SpeechTime
Type: float
[edit] SplashTime
Type: float
[edit] Spree
Type: int
[edit] Stimulus
Type: float
Strength of stimulus - Set when stimulus happens, used in Acquisition state
[edit] ViewRotation
Type: Object.Rotator
View rotation.
[edit] WalkBob
Type: Object.Vector
[edit] Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.
