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UE2:Controller internal variables (U2XMP)
Object >> Actor >> Controller (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActorRangeCounter
- 1.2 AdjustLoc
- 1.3 AimRotation
- 1.4 AudioRadiusModifier
- 1.5 AudioVolumeModifier
- 1.6 bAdjusting
- 1.7 bAltFire
- 1.8 bControlAnimations
- 1.9 bDuck
- 1.10 bEnemyAcquired
- 1.11 bFire
- 1.12 bGodMode
- 1.13 bIsBot
- 1.14 bIsPlayer
- 1.15 bJump
- 1.16 bLeanForward
- 1.17 bLeanLeft
- 1.18 bLeanRight
- 1.19 bLeanUp
- 1.20 bLOSflag
- 1.21 bNoTact
- 1.22 bPlayerCanFire
- 1.23 bPreparingMove
- 1.24 bRun
- 1.25 bShouldPossess
- 1.26 bSlowAudioOcclusion
- 1.27 bSpecialJump
- 1.28 bTacticalDir
- 1.29 ControllerEnemy
- 1.30 ControllerTarget
- 1.31 CosMinFacingTargetAngle
- 1.32 CurrentCoverSpot
- 1.33 CurrentPath
- 1.34 CurrentPathDir
- 1.35 DefaultMoveSpeed
- 1.36 Destination
- 1.37 FallWaitTime
- 1.38 FearLocations
- 1.39 FinishRotationThreshold
- 1.40 FocalPoint
- 1.41 Focus
- 1.42 FovAngle
- 1.43 GoalList
- 1.44 GroundPitchTime
- 1.45 Handedness
- 1.46 home
- 1.47 InRangeActor
- 1.48 InRangebSendInitialEvent
- 1.49 InRangeDistance
- 1.50 LastEnemyDetectedLocation
- 1.51 LastEnemyDetectedTime
- 1.52 LastEnemyDetectionLocation
- 1.53 LastEnemySeeingLocation
- 1.54 LastEnemySeenLocation
- 1.55 LastEnemySeenTime
- 1.56 LastInRangeResult
- 1.57 LastRange
- 1.58 LastRangeEnemy
- 1.59 LeapCounter
- 1.60 MeleeCounter
- 1.61 MinHitWall
- 1.62 MoveAtFinalDestinationDistance
- 1.63 MoveFinalDestinationActor
- 1.64 MoveResult
- 1.65 MoveTarget
- 1.66 MoveTimer
- 1.67 nextController
- 1.68 OldMessageTime
- 1.69 Pawn
- 1.70 PawnClass
- 1.71 PendingMover
- 1.72 PlayerReplicationInfo
- 1.73 RangeCounter
- 1.74 Ranges
- 1.75 RouteCache
- 1.76 RouteDist
- 1.77 RouteGoal
- 1.78 SightCounter
- 1.79 StartSpot
- 1.80 StrafeTimer
- 1.81 TacticalMoveType
- 1.82 ViewX
- 1.83 ViewY
- 1.84 ViewZ
- 1.85 VoicePitch
- 1.86 VoiceType
- Controller internal variables in other games:
- U2, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- functions, instance functions
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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]
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]
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