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UE2:Controller internal variables (U2XMP)

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U2XMP Object >> Actor >> Controller (internal variables)

Contents

Controller internal variables in other games:
U2, UE2Runtime, UT2003, UT2004
Other member categories for this class:
functions, instance functions

[edit] Internal variables

[edit] ActorRangeCounter

Type: float

NEW (mib) counter for checking for ActorRangeTransition events

[edit] AdjustLoc

Type: Object.Vector


[edit] AimRotation

Type: Object.Rotator


[edit] AudioRadiusModifier

Type: float

gets used if obstructed with slow occlusion.

Default value: 0.5

[edit] AudioVolumeModifier

Type: float


Default value: 0.35

[edit] bAdjusting

Type: bool

Modifiers: const


[edit] bAltFire

Type: byte

Modifiers: input


[edit] bControlAnimations

Type: bool

take control of animations from pawn (don't let pawn play animations based on notifications)

[edit] bDuck

Type: byte

Modifiers: private, input

!!mdf-tbd: make public/protected again?

[edit] bEnemyAcquired

Type: bool


[edit] bFire

Type: byte

Modifiers: input


[edit] bGodMode

Type: bool


[edit] bIsBot

Type: bool

NEW (mdf) Pawn is a player-bot.

[edit] bIsPlayer

Type: bool

Pawn is a player or a player-bot.

[edit] bJump

Type: byte

Modifiers: input


[edit] bLeanForward

Type: byte

Modifiers: input


[edit] bLeanLeft

Type: byte

Modifiers: input


[edit] bLeanRight

Type: byte

Modifiers: input


[edit] bLeanUp

Type: byte

Modifiers: input


[edit] bLOSflag

Type: bool

Modifiers: const


[edit] bNoTact

Type: bool


[edit] bPlayerCanFire

Type: bool


Default value: True

[edit] bPreparingMove

Type: bool

set true while pawn sets up for a latent move

[edit] bRun

Type: byte

Modifiers: private, input


[edit] bShouldPossess

Type: bool


[edit] bSlowAudioOcclusion

Type: bool

whether to use slow or fast audio occlusion.

Default value: True

[edit] bSpecialJump

Type: bool


[edit] bTacticalDir

Type: bool

used during movement between pathnodes

[edit] ControllerEnemy

Type: Pawn

Modifiers: const


[edit] ControllerTarget

Type: Actor

Modifiers: const


[edit] CosMinFacingTargetAngle

Type: float

NEW (mdf) min angle between NPC's rotation and line to enemy for firing

Default value: 0.984

[edit] CurrentCoverSpot

Type: CoverSpot

NEW (mdf) NPC's current cover spot (if set).

[edit] CurrentPath

Type: ReachSpec


[edit] CurrentPathDir

Type: Object.Vector

NEW (mdf) serpentine support

[edit] DefaultMoveSpeed

Type: float

NEW (mdf)

Default value: 1.0

[edit] Destination

Type: Object.Vector

set by Movement natives

[edit] FallWaitTime

Type: float

used to countdown MaxWaitTime (if non-zero when WaitForLanding called)

[edit] FearLocations

Type: array<TFearLocationInfo>

NEW (mdf) locations an NPC is afraid of

[edit] FinishRotationThreshold

Type: float

Modifiers: const

NEW (mdf) support threshold with FinishRotation

[edit] FocalPoint

Type: Object.Vector

set by Movement natives

[edit] Focus

Type: Actor


[edit] FovAngle

Type: float

X field of view angle in degrees, usually 90.

Default value: 90.0

[edit] GoalList

Type: Actor

Array size: 4

used by navigation AI - list of intermediate goals

[edit] GroundPitchTime

Type: float


[edit] Handedness

Type: float

Modifiers: globalconfig


[edit] home

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

[edit] InRangeActor

Type: Actor

actor whose distance we're checking

[edit] InRangebSendInitialEvent

Type: bool

send an event the first time the range is tested

[edit] InRangeDistance

Type: float

distance at which actor goes in / out of range

[edit] LastEnemyDetectedLocation

Type: Object.Vector

Modifiers: private


[edit] LastEnemyDetectedTime

Type: float

Modifiers: private


[edit] LastEnemyDetectionLocation

Type: Object.Vector

Modifiers: private


[edit] LastEnemySeeingLocation

Type: Object.Vector

Modifiers: private

position where I last saw enemy

[edit] LastEnemySeenLocation

Type: Object.Vector

Modifiers: private

enemy position when I last saw enemy

[edit] LastEnemySeenTime

Type: float

Modifiers: private


[edit] LastInRangeResult

Type: int


[edit] LastRange

Type: int

last range (1..Ranges.Num, 0 means not set

[edit] LastRangeEnemy

Type: Pawn

last enemy used for range check

[edit] LeapCounter

Type: float

NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events

[edit] MeleeCounter

Type: float

NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events

[edit] MinHitWall

Type: float

Minimum HitNormal dot Velocity.Normal to get a HitWall from the physics

Default value: -1.0

[edit] MoveAtFinalDestinationDistance

Type: float

Modifiers: const

set by Movement natives during call to MoveToActor

[edit] MoveFinalDestinationActor

Type: Actor

Modifiers: const

set by Movement natives during call to MoveToActor

[edit] MoveResult

Type: EMoveResult

Modifiers: const

set by Movement natives during call to MoveToXXX

[edit] MoveTarget

Type: Actor

set by movement natives

[edit] MoveTimer

Type: float


[edit] nextController

Type: Controller

Modifiers: const


[edit] OldMessageTime

Type: float


[edit] Pawn

Type: Pawn


[edit] PawnClass

Type: class<Pawn>

class of pawn to spawn (for players)

[edit] PendingMover

Type: Mover

mover pawn is waiting for to complete its move

[edit] PlayerReplicationInfo

Type: PlayerReplicationInfo


[edit] RangeCounter

Type: float

NEW (mdf) counter for checking for EnemyInRange events

[edit] Ranges

Type: array<float>

NEW (mdf) optional list of important ranges to check in engine (calls EnemyRangeTransition if threshold crossed)

[edit] RouteCache

Type: Actor

Array size: 16


[edit] RouteDist

Type: float


[edit] RouteGoal

Type: Actor

final destination for current route

[edit] SightCounter

Type: float

Used to keep track of when to check player visibility

[edit] StartSpot

Type: NavigationPoint


[edit] StrafeTimer

Type: float

C++ timer used if using ST_Basic strafing while moving towards destination (call UpdateTactics)

[edit] TacticalMoveType

Type: Actor.ETacticalMoveType

Modifiers: private, const

used during movement towards destination (MoveToPoint not supported currently)

[edit] ViewX

Type: Object.Vector


[edit] ViewY

Type: Object.Vector


[edit] ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

[edit] VoicePitch

Type: byte

for speech

[edit] VoiceType

Type: string

for speech