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UE1:Pawn internal variables (U1)

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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

Alertness

Type: float

-1 to 1 ->Used within specific states for varying reaction to stimuli

AvgPhysicsTime

Type: float

Modifiers: const


Default value: 0.1

bAltFire

Type: byte

Modifiers: input


bAutoActivate

Type: bool


bAvoidLedges

Type: bool

don't get too close to ledges

bBehindView

Type: bool

Outside-the-player view.

bCanDoSpecial

Type: bool


bCanFly

Type: bool


bCanJump

Type: bool


bCanOpenDoors

Type: bool


bCanSwim

Type: bool


bCanWalk

Type: bool


bCountJumps

Type: bool


bDrowning

Type: bool


bDuck

Type: byte

Modifiers: input


bExtra0

Type: byte

Modifiers: input


bExtra1

Type: byte

Modifiers: input


bExtra2

Type: byte

Modifiers: input


bExtra3

Type: byte

Modifiers: input


bFire

Type: byte

Modifiers: input


bFreeLook

Type: byte

Modifiers: input


bFromWall

Type: bool


bHitSlopedWall

Type: bool

Modifiers: const

used by Physics

bHunting

Type: bool


bIsFemale

Type: bool


bIsHuman

Type: bool

for games which care about whether a pawn is a human

bIsMultiSkinned

Type: bool


bIsPlayer

Type: bool

Pawn is a player or a player-bot.

It is also set for Spectators (see class'Spectator'.PostBeginPlay()).

bIsWalking

Type: bool


bJumpOffPawn

Type: bool


bJustLanded

Type: bool

used by eyeheight adjustment

bLook

Type: byte

Modifiers: input


bLOSflag

Type: bool

Modifiers: const

used for alternating LineOfSight traces

bNeverSwitchOnPickup

Type: bool

Modifiers: travel

if true, don't automatically switch to picked up weapon

bReducedSpeed

Type: bool

Modifiers: const

used by movement nativees

bRun

Type: byte

Modifiers: input


bShootSpecial

Type: bool


bSnapLevel

Type: byte

Modifiers: input


bStopAtLedges

Type: bool

if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all

bStrafe

Type: byte

Modifiers: input


bUpAndOut

Type: bool

used by swimming

bUpdatingDisplay

Type: bool


bWarping

Type: bool

Set when travelling through warpzone (so shouldn't telefrag)

bZoom

Type: byte

Modifiers: input


carriedDecoration

Type: Decoration


DamageScaling

Type: float


Default value: 1.0

DesiredSpeed

Type: float


Destination

Type: Object.Vector

set by Movement natives

DieCount

Type: int


Enemy

Type: Pawn


EyeHeight

Type: float

Current eye height, adjusted for bobbing and stairs.

FaceTarget

Type: Actor

set by strafefacing native

Floor

Type: Object.Vector

Modifiers: const


Focus

Type: Object.Vector

set by Movement natives

FootRegion

Type: Actor.PointRegion


HeadRegion

Type: Actor.PointRegion


home

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

ItemCount

Type: int


KillCount

Type: int


LastPainSound

Type: float


LastSeeingPos

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

LastSeenPos

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

LastSeenTime

Type: float


MaxDesiredSpeed

Type: float


Default value: 1.0

MinHitWall

Type: float


MoveTarget

Type: Actor

set by movement natives

MoveTimer

Type: float


NextLabel

Type: name

for queueing states

nextPawn

Type: Pawn

Modifiers: const


NextState

Type: name

for queueing states

noise1loudness

Type: float

Modifiers: const


noise1other

Type: Pawn

Modifiers: const


noise1spot

Type: Object.Vector

Modifiers: const


noise1time

Type: float

Modifiers: const


Default value: -10.0

noise2loudness

Type: float

Modifiers: const


noise2other

Type: Pawn

Modifiers: const


noise2spot

Type: Object.Vector

Modifiers: const


noise2time

Type: float

Modifiers: const


Default value: -10.0

OldMessageTime

Type: float


OrthoZoom

Type: float

Orthogonal/map view zoom factor.

Default value: 40000.0

PainTime

Type: float

used for getting PainTimer() messages (for Lava, no air, etc.)

PendingWeapon

Type: Weapon

Will become weapon once current weapon is put down

PlayerReplicationInfo

Type: PlayerReplicationInfo


PlayerReStartState

Type: name


Default value: 'PlayerWalking'

RouteCache

Type: NavigationPoint

Array size: 16


SecretCount

Type: int


SelectedItem

Type: Inventory

Modifiers: travel


SightCounter

Type: float

Used to keep track of when to check player visibility

SoundDampening

Type: float


Default value: 1.0

SpecialGoal

Type: Actor

used by navigation AI

SpecialPause

Type: float


SpeechTime

Type: float


SplashTime

Type: float


Spree

Type: int


Stimulus

Type: float

Strength of stimulus - Set when stimulus happens, used in Acquisition state

ViewRotation

Type: Object.Rotator

View rotation.

WalkBob

Type: Object.Vector


Weapon

Type: Weapon

Modifiers: travel

The pawn's current weapon.