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Difference between revisions of "UE1:Pawn internal variables (U1)"

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m (bIsPlayer is also set for spectators)
 
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Pawn is a player or a player-bot.
 
Pawn is a player or a player-bot.
 +
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It is also set for [[Legacy:Spectator|Spectators]] (see [https://github.com/Slipyx/UT99/blob/master/Engine/Spectator.uc#L140 class'Spectator'.PostBeginPlay()]).
  
 
====bIsWalking====
 
====bIsWalking====

Latest revision as of 01:31, 30 April 2022

U1 Object >> Actor >> Pawn (internal variables)

Contents

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

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.