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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

Internal variables[edit]

ActorRangeCounter[edit]

Type: float

NEW (mib) counter for checking for ActorRangeTransition events

AdjustLoc[edit]

Type: Object.Vector


AimRotation[edit]

Type: Object.Rotator


AudioRadiusModifier[edit]

Type: float

gets used if obstructed with slow occlusion.

Default value: 0.5

AudioVolumeModifier[edit]

Type: float


Default value: 0.35

bAdjusting[edit]

Type: bool

Modifiers: const


bAltFire[edit]

Type: byte

Modifiers: input


bControlAnimations[edit]

Type: bool

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

bDuck[edit]

Type: byte

Modifiers: private, input

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

bEnemyAcquired[edit]

Type: bool


bFire[edit]

Type: byte

Modifiers: input


bGodMode[edit]

Type: bool


bIsBot[edit]

Type: bool

NEW (mdf) Pawn is a player-bot.

bIsPlayer[edit]

Type: bool

Pawn is a player or a player-bot.

bJump[edit]

Type: byte

Modifiers: input


bLeanForward[edit]

Type: byte

Modifiers: input


bLeanLeft[edit]

Type: byte

Modifiers: input


bLeanRight[edit]

Type: byte

Modifiers: input


bLeanUp[edit]

Type: byte

Modifiers: input


bLOSflag[edit]

Type: bool

Modifiers: const


bNoTact[edit]

Type: bool


bPlayerCanFire[edit]

Type: bool


Default value: True

bPreparingMove[edit]

Type: bool

set true while pawn sets up for a latent move

bRun[edit]

Type: byte

Modifiers: private, input


bShouldPossess[edit]

Type: bool


bSlowAudioOcclusion[edit]

Type: bool

whether to use slow or fast audio occlusion.

Default value: True

bSpecialJump[edit]

Type: bool


bTacticalDir[edit]

Type: bool

used during movement between pathnodes

ControllerEnemy[edit]

Type: Pawn

Modifiers: const


ControllerTarget[edit]

Type: Actor

Modifiers: const


CosMinFacingTargetAngle[edit]

Type: float

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

Default value: 0.984

CurrentCoverSpot[edit]

Type: CoverSpot

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

CurrentPath[edit]

Type: ReachSpec


CurrentPathDir[edit]

Type: Object.Vector

NEW (mdf) serpentine support

DefaultMoveSpeed[edit]

Type: float

NEW (mdf)

Default value: 1.0

Destination[edit]

Type: Object.Vector

set by Movement natives

FallWaitTime[edit]

Type: float

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

FearLocations[edit]

Type: array<TFearLocationInfo>

NEW (mdf) locations an NPC is afraid of

FinishRotationThreshold[edit]

Type: float

Modifiers: const

NEW (mdf) support threshold with FinishRotation

FocalPoint[edit]

Type: Object.Vector

set by Movement natives

Focus[edit]

Type: Actor


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


Handedness[edit]

Type: float

Modifiers: globalconfig


home[edit]

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

InRangeActor[edit]

Type: Actor

actor whose distance we're checking

InRangebSendInitialEvent[edit]

Type: bool

send an event the first time the range is tested

InRangeDistance[edit]

Type: float

distance at which actor goes in / out of range

LastEnemyDetectedLocation[edit]

Type: Object.Vector

Modifiers: private


LastEnemyDetectedTime[edit]

Type: float

Modifiers: private


LastEnemyDetectionLocation[edit]

Type: Object.Vector

Modifiers: private


LastEnemySeeingLocation[edit]

Type: Object.Vector

Modifiers: private

position where I last saw enemy

LastEnemySeenLocation[edit]

Type: Object.Vector

Modifiers: private

enemy position when I last saw enemy

LastEnemySeenTime[edit]

Type: float

Modifiers: private


LastInRangeResult[edit]

Type: int


LastRange[edit]

Type: int

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

LastRangeEnemy[edit]

Type: Pawn

last enemy used for range check

LeapCounter[edit]

Type: float

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

MeleeCounter[edit]

Type: float

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

MinHitWall[edit]

Type: float

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

Default value: -1.0

MoveAtFinalDestinationDistance[edit]

Type: float

Modifiers: const

set by Movement natives during call to MoveToActor

MoveFinalDestinationActor[edit]

Type: Actor

Modifiers: const

set by Movement natives during call to MoveToActor

MoveResult[edit]

Type: EMoveResult

Modifiers: const

set by Movement natives during call to MoveToXXX

MoveTarget[edit]

Type: Actor

set by movement natives

MoveTimer[edit]

Type: float


nextController[edit]

Type: Controller

Modifiers: const


OldMessageTime[edit]

Type: float


Pawn[edit]

Type: Pawn


PawnClass[edit]

Type: class<Pawn>

class of pawn to spawn (for players)

PendingMover[edit]

Type: Mover

mover pawn is waiting for to complete its move

PlayerReplicationInfo[edit]

Type: PlayerReplicationInfo


RangeCounter[edit]

Type: float

NEW (mdf) counter for checking for EnemyInRange events

Ranges[edit]

Type: array<float>

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

RouteCache[edit]

Type: Actor

Array size: 16


RouteDist[edit]

Type: float


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


StrafeTimer[edit]

Type: float

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

TacticalMoveType[edit]

Type: Actor.ETacticalMoveType

Modifiers: private, const

used during movement towards destination (MoveToPoint not supported currently)

ViewX[edit]

Type: Object.Vector


ViewY[edit]

Type: Object.Vector


ViewZ[edit]

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

VoicePitch[edit]

Type: byte

for speech

VoiceType[edit]

Type: string

for speech