Mostly Harmless
UE1:Pawn internal variables (RTNP)
Contents
- 1 Internal variables
- 1.1 Alertness
- 1.2 AvgPhysicsTime
- 1.3 bAltFire
- 1.4 bAutoActivate
- 1.5 bAvoidLedges
- 1.6 bBehindView
- 1.7 bCanDoSpecial
- 1.8 bCanFly
- 1.9 bCanJump
- 1.10 bCanOpenDoors
- 1.11 bCanSwim
- 1.12 bCanWalk
- 1.13 bCountJumps
- 1.14 bDrowning
- 1.15 bDuck
- 1.16 bExtra0
- 1.17 bExtra1
- 1.18 bExtra2
- 1.19 bExtra3
- 1.20 bFire
- 1.21 bFreeLook
- 1.22 bFromWall
- 1.23 bHitSlopedWall
- 1.24 bHunting
- 1.25 bIsFemale
- 1.26 bIsHuman
- 1.27 bIsMultiSkinned
- 1.28 bIsPlayer
- 1.29 bIsWalking
- 1.30 bJumpOffPawn
- 1.31 bJustLanded
- 1.32 bLook
- 1.33 bLOSflag
- 1.34 bNeverSwitchOnPickup
- 1.35 bReducedSpeed
- 1.36 bRun
- 1.37 bShootSpecial
- 1.38 bSnapLevel
- 1.39 bStopAtLedges
- 1.40 bStrafe
- 1.41 bUpAndOut
- 1.42 bUpdatingDisplay
- 1.43 bWarping
- 1.44 bZoom
- 1.45 carriedDecoration
- 1.46 DamageScaling
- 1.47 DesiredSpeed
- 1.48 Destination
- 1.49 DieCount
- 1.50 Enemy
- 1.51 EyeHeight
- 1.52 FaceTarget
- 1.53 Floor
- 1.54 Focus
- 1.55 FootRegion
- 1.56 HeadRegion
- 1.57 home
- 1.58 ItemCount
- 1.59 KillCount
- 1.60 LastPainSound
- 1.61 LastSeeingPos
- 1.62 LastSeenPos
- 1.63 LastSeenTime
- 1.64 MaxDesiredSpeed
- 1.65 MinHitWall
- 1.66 MoveTarget
- 1.67 MoveTimer
- 1.68 NextLabel
- 1.69 nextPawn
- 1.70 NextState
- 1.71 noise1loudness
- 1.72 noise1other
- 1.73 noise1spot
- 1.74 noise1time
- 1.75 noise2loudness
- 1.76 noise2other
- 1.77 noise2spot
- 1.78 noise2time
- 1.79 OldMessageTime
- 1.80 OrthoZoom
- 1.81 PainTime
- 1.82 PendingWeapon
- 1.83 PlayerReplicationInfo
- 1.84 PlayerReStartState
- 1.85 RouteCache
- 1.86 SecretCount
- 1.87 SelectedItem
- 1.88 SightCounter
- 1.89 SoundDampening
- 1.90 SpecialGoal
- 1.91 SpecialPause
- 1.92 SpeechTime
- 1.93 SplashTime
- 1.94 Spree
- 1.95 Stimulus
- 1.96 ViewRotation
- 1.97 WalkBob
- 1.98 Weapon
- Pawn internal variables in other games:
- U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- functions, instance functions
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Internal variables[edit]
Alertness[edit]
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
AvgPhysicsTime[edit]
Type: float
Modifiers: const
Default value: 0.1
bAltFire[edit]
Type: byte
Modifiers: input
bAutoActivate[edit]
Type: bool
bAvoidLedges[edit]
Type: bool
don't get too close to ledges
bBehindView[edit]
Type: bool
Outside-the-player view.
bCanDoSpecial[edit]
Type: bool
bCanFly[edit]
Type: bool
bCanJump[edit]
Type: bool
bCanOpenDoors[edit]
Type: bool
bCanSwim[edit]
Type: bool
bCanWalk[edit]
Type: bool
bCountJumps[edit]
Type: bool
bDrowning[edit]
Type: bool
bDuck[edit]
Type: byte
Modifiers: input
bExtra0[edit]
Type: byte
Modifiers: input
bExtra1[edit]
Type: byte
Modifiers: input
bExtra2[edit]
Type: byte
Modifiers: input
bExtra3[edit]
Type: byte
Modifiers: input
bFire[edit]
Type: byte
Modifiers: input
bFreeLook[edit]
Type: byte
Modifiers: input
bFromWall[edit]
Type: bool
bHitSlopedWall[edit]
Type: bool
Modifiers: const
used by Physics
bHunting[edit]
Type: bool
bIsFemale[edit]
Type: bool
bIsHuman[edit]
Type: bool
for games which care about whether a pawn is a human
bIsMultiSkinned[edit]
Type: bool
bIsPlayer[edit]
Type: bool
Pawn is a player or a player-bot.
It is also set for Spectators (see class'Spectator'.PostBeginPlay()).
bIsWalking[edit]
Type: bool
bJumpOffPawn[edit]
Type: bool
bJustLanded[edit]
Type: bool
used by eyeheight adjustment
bLook[edit]
Type: byte
Modifiers: input
bLOSflag[edit]
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNeverSwitchOnPickup[edit]
Type: bool
Modifiers: travel
if true, don't automatically switch to picked up weapon
bReducedSpeed[edit]
Type: bool
Modifiers: const
used by movement nativees
bRun[edit]
Type: byte
Modifiers: input
bShootSpecial[edit]
Type: bool
bSnapLevel[edit]
Type: byte
Modifiers: input
bStopAtLedges[edit]
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bStrafe[edit]
Type: byte
Modifiers: input
bUpAndOut[edit]
Type: bool
used by swimming
bUpdatingDisplay[edit]
Type: bool
bWarping[edit]
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bZoom[edit]
Type: byte
Modifiers: input
carriedDecoration[edit]
Type: Decoration
DamageScaling[edit]
Type: float
Default value: 1.0
DesiredSpeed[edit]
Type: float
Destination[edit]
Type: Object.Vector
set by Movement natives
DieCount[edit]
Type: int
Enemy[edit]
Type: Pawn
EyeHeight[edit]
Type: float
Current eye height, adjusted for bobbing and stairs.
FaceTarget[edit]
Type: Actor
set by strafefacing native
Floor[edit]
Type: Object.Vector
Modifiers: const
Focus[edit]
Type: Object.Vector
set by Movement natives
FootRegion[edit]
Type: Actor.PointRegion
HeadRegion[edit]
Type: Actor.PointRegion
home[edit]
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
ItemCount[edit]
Type: int
KillCount[edit]
Type: int
LastPainSound[edit]
Type: float
LastSeeingPos[edit]
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos[edit]
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime[edit]
Type: float
MaxDesiredSpeed[edit]
Type: float
Default value: 1.0
MinHitWall[edit]
Type: float
MoveTarget[edit]
Type: Actor
set by movement natives
MoveTimer[edit]
Type: float
NextLabel[edit]
Type: name
for queueing states
nextPawn[edit]
Type: Pawn
Modifiers: const
NextState[edit]
Type: name
for queueing states
noise1loudness[edit]
Type: float
Modifiers: const
noise1other[edit]
Type: Pawn
Modifiers: const
noise1spot[edit]
Type: Object.Vector
Modifiers: const
noise1time[edit]
Type: float
Modifiers: const
Default value: -10.0
noise2loudness[edit]
Type: float
Modifiers: const
noise2other[edit]
Type: Pawn
Modifiers: const
noise2spot[edit]
Type: Object.Vector
Modifiers: const
noise2time[edit]
Type: float
Modifiers: const
Default value: -10.0
OldMessageTime[edit]
Type: float
OrthoZoom[edit]
Type: float
Orthogonal/map view zoom factor.
Default value: 40000.0
PainTime[edit]
Type: float
used for getting PainTimer() messages (for Lava, no air, etc.)
PendingWeapon[edit]
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
PlayerReStartState[edit]
Type: name
Default value: 'PlayerWalking'
RouteCache[edit]
Type: NavigationPoint
Array size: 16
SecretCount[edit]
Type: int
SelectedItem[edit]
Type: Inventory
Modifiers: travel
SightCounter[edit]
Type: float
Used to keep track of when to check player visibility
SoundDampening[edit]
Type: float
Default value: 1.0
SpecialGoal[edit]
Type: Actor
used by navigation AI
SpecialPause[edit]
Type: float
SpeechTime[edit]
Type: float
SplashTime[edit]
Type: float
Spree[edit]
Type: int
Stimulus[edit]
Type: float
Strength of stimulus - Set when stimulus happens, used in Acquisition state
ViewRotation[edit]
Type: Object.Rotator
View rotation.
WalkBob[edit]
Type: Object.Vector
Weapon[edit]
Type: Weapon
Modifiers: travel
The pawn's current weapon.