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UE1:Pawn internal variables (RTNP)

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RTNP Object >> Actor >> Pawn (internal variables)

Contents

Pawn internal variables in other games:
U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
Other member categories for this class:
functions, instance functions

[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.

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