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UE2:Controller internal variables (U2)
Object >> Actor >> Controller (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcquisitionYawRate
- 1.2 AdjustLoc
- 1.3 AimRotation
- 1.4 bAdjusting
- 1.5 bAdvancedTactics
- 1.6 bAllowedToImpactJump
- 1.7 bAllowedToTranslocate
- 1.8 bAltFire
- 1.9 bCanDoSpecial
- 1.10 bCanOpenDoors
- 1.11 bControlAnimations
- 1.12 bDuck
- 1.13 bEnemyAcquired
- 1.14 bEnemyInfoValid
- 1.15 bFire
- 1.16 bGodMode
- 1.17 bHuntPlayer
- 1.18 bIsPlayer
- 1.19 bJump
- 1.20 bJumpOverWall
- 1.21 bLOSflag
- 1.22 bNotifyApex
- 1.23 bPreparingMove
- 1.24 bRun
- 1.25 bShouldPossess
- 1.26 bShowSelf
- 1.27 bSoaking
- 1.28 bSprint
- 1.29 bUsePlayerHearing
- 1.30 CurrentPath
- 1.31 CurrentPathDir
- 1.32 Destination
- 1.33 Enemy
- 1.34 FailedReachLocation
- 1.35 FailedReachTime
- 1.36 FearSpots
- 1.37 FocalPoint
- 1.38 Focus
- 1.39 FovAngle
- 1.40 GoalList
- 1.41 GroundPitchTime
- 1.42 home
- 1.43 LastFailedReach
- 1.44 LastPawnWeapon
- 1.45 LastRange
- 1.46 LastRangeEnemy
- 1.47 LastRouteFind
- 1.48 LastSeeingPos
- 1.49 LastSeenPos
- 1.50 LastSeenTime
- 1.51 MinHitWall
- 1.52 MonitoredPawn
- 1.53 MonitorMaxDistSq
- 1.54 MonitorStartLoc
- 1.55 MoveTarget
- 1.56 MoveTimer
- 1.57 nextController
- 1.58 OldMessageTime
- 1.59 Pawn
- 1.60 PawnClass
- 1.61 PendingMover
- 1.62 PlayerNum
- 1.63 PlayerReplicationInfo
- 1.64 PreviousPawnClass
- 1.65 RangeCounter
- 1.66 Ranges
- 1.67 RespawnPredictionTime
- 1.68 RouteCache
- 1.69 RouteDist
- 1.70 RouteGoal
- 1.71 SightCounter
- 1.72 StartSpot
- 1.73 Stimulus
- 1.74 Target
- 1.75 ViewX
- 1.76 ViewY
- 1.77 ViewZ
- Controller internal variables in other games:
- U2XMP, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- functions, instance functions
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Internal variables[edit]
AcquisitionYawRate[edit]
Type: int
Default value: 20000
AdjustLoc[edit]
Type: Object.Vector
location to move to while adjusting around obstacle
AimRotation[edit]
Type: Object.Rotator
rotation to used for aiming
bAdjusting[edit]
Type: bool
adjusting around obstacle
bAdvancedTactics[edit]
Type: bool
serpentine movement between pathnodes
bAllowedToImpactJump[edit]
Type: bool
bAllowedToTranslocate[edit]
Type: bool
bAltFire[edit]
Type: byte
Modifiers: input
bCanDoSpecial[edit]
Type: bool
bCanOpenDoors[edit]
Type: bool
bControlAnimations[edit]
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
bDuck[edit]
Type: byte
Modifiers: input
bEnemyAcquired[edit]
Type: bool
bEnemyInfoValid[edit]
Type: bool
false when change enemy, true when LastSeenPos etc updated
bFire[edit]
Type: byte
Modifiers: input
bGodMode[edit]
Type: bool
bHuntPlayer[edit]
Type: bool
hunting player
bIsPlayer[edit]
Type: bool
Pawn is a player or a player-bot.
bJump[edit]
Type: byte
Modifiers: input
bJumpOverWall[edit]
Type: bool
true when jumping to clear obstacle
bLOSflag[edit]
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex[edit]
Type: bool
event NotifyJumpApex() when at apex of jump
bPreparingMove[edit]
Type: bool
set true while pawn sets up for a latent move
bRun[edit]
Type: byte
Modifiers: input
bShouldPossess[edit]
Type: bool
bShowSelf[edit]
Type: bool
Pawn should show itself to other Pawns even if !bIsPlayer (!!mdf-tbd: see U2 optimizations, e.g. check team in native code, check health etc.)
bSoaking[edit]
Type: bool
pause and focus on this bot if it encounters a problem
bSprint[edit]
Type: byte
Modifiers: input
bUsePlayerHearing[edit]
Type: bool
CurrentPath[edit]
Type: ReachSpec
CurrentPathDir[edit]
Type: Object.Vector
Destination[edit]
Type: Object.Vector
location being moved toward
Enemy[edit]
Type: Pawn
FailedReachLocation[edit]
Type: Object.Vector
Modifiers: const
FailedReachTime[edit]
Type: float
Modifiers: const
FearSpots[edit]
Type: AvoidMarker
Array size: 2
avoid these spots when moving
FocalPoint[edit]
Type: Object.Vector
location being looked at
Focus[edit]
Type: Actor
actor being looked at
FovAngle[edit]
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
GoalList[edit]
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime[edit]
Type: float
home[edit]
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
LastFailedReach[edit]
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastPawnWeapon[edit]
used by game stats
LastRange[edit]
Type: int
NEW (mdf) last range (1..Ranges.Num, 0 means not set
LastRangeEnemy[edit]
Type: Pawn
NEW (mdf) last enemy used for range check
LastRouteFind[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
MinHitWall[edit]
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics
Default value: -1.0
MonitoredPawn[edit]
Type: Pawn
used by latent function MonitorPawn()
MonitorMaxDistSq[edit]
Type: float
MonitorStartLoc[edit]
Type: Object.Vector
used by latent function MonitorPawn()
MoveTarget[edit]
Type: Actor
actor being moved toward
MoveTimer[edit]
Type: float
nextController[edit]
Type: Controller
Modifiers: const
chained Controller list
OldMessageTime[edit]
Type: float
Pawn[edit]
Type: Pawn
PawnClass[edit]
class of pawn to spawn (for players)
PendingMover[edit]
Type: Mover
mover pawn is waiting for to complete its move
PlayerNum[edit]
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
PreviousPawnClass[edit]
Holds the player's previous class
RangeCounter[edit]
Type: float
NEW (mdf) counter for checking for EnemyInRange events
Ranges[edit]
RespawnPredictionTime[edit]
Type: float
how far ahead to predict respawns when looking for inventory
RouteCache[edit]
Type: Actor
Array size: 16
RouteDist[edit]
Type: float
total distance for current route
RouteGoal[edit]
Type: Actor
final destination for current route
SightCounter[edit]
Type: float
Used to keep track of when to check player visibility
StartSpot[edit]
Type: NavigationPoint
Stimulus[edit]
Type: float
Target[edit]
Type: Actor
ViewX[edit]
Type: Object.Vector
ViewY[edit]
Type: Object.Vector
ViewZ[edit]
Type: Object.Vector
Viewrotation encoding for PHYS_Spider