Always snap to grid

UE2:Pawn internal variables (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Pawn (internal variables)

Contents

Pawn internal variables in other games:
RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
instance functions, properties

Internal variables[edit]

AccelRate[edit]

Type: float

max acceleration rate

Default value: 2048.0

AirControl[edit]

Type: float

amount of AirControl available to the pawn

Default value: 0.05

AirSpeed[edit]

Type: float

The maximum flying speed.

Anchor[edit]

Type: NavigationPoint


AnimAction[edit]

Type: name


AnimStatus[edit]

Type: name


AvgPhysicsTime[edit]

Type: float

Modifiers: const

Physics updating time monitoring (for AI monitoring reaching destinations)

Default value: 0.1

bAlert[edit]

Type: bool

Modifiers: protected


bAmbientCreature[edit]

Type: bool

AIs will ignore me

BaseEyeHeight[edit]

Type: float

Base eye height above collision center.

Default value: 64.0

bAutoActivate[edit]

Type: bool

if true, automatically activate Powerups which have their bAutoActivate==true

bAvoidLedges[edit]

Type: bool

don't get too close to ledges

bBlockAdjustJump[edit]

Type: bool

set to tell controller not to modify velocity of next jump/fall

bCanAdjustJump[edit]

Type: bool

set to tell controller never to modify velocity of a jump/fall (we don't want most singleplayer NPCs jumping to their next destination when they start to fall)

bCanClimbLadders[edit]

Type: bool


bCanCrawl[edit]

Type: bool


bCanCrouch[edit]

Type: bool

NEW (mdf) if true, this pawn is capable of crouch walking/crouching

bCanDiscardInventory[edit]

Type: bool

NEW (mib) if true, will drop inventory when killed

Default value: True

bCanDoSpecial[edit]

Type: bool

NEW (mdf) moved Controller //Com: must be true for NPCs to be able to teleport...

Default value: True

bCanFly[edit]

Type: bool


bCanJump[edit]

Type: bool

movement capabilities - used by AI

bCanOpenDoors[edit]

Type: bool

NEW (mdf) moved here from Controller

Default value: True

bCanPickupInventory[edit]

Type: bool

if true, will pickup inventory when touching pickup actors

bCanStrafe[edit]

Type: bool


bCanSwim[edit]

Type: bool


bCanWalk[edit]

Type: bool


bCanWalkOffLedges[edit]

Type: bool

if false, PC/NPC can't walk off ledges when walking (moving at walking speed / bIsWalking=true)

Default value: True

bCountJumps[edit]

Type: bool

if true, inventory wants message whenever this pawn jumps

bCrawler[edit]

Type: bool

crawling - pitch and roll based on surface pawn is on

bFallingHitWallNotifications[edit]

Type: bool

NEW (mib) turns on hit wall events for leaping / flying creatures

bIgnoreExtraCosts[edit]

Type: bool


bInitializeAnimation[edit]

Type: bool


bInvulnerableBody[edit]

Type: bool


bIsFemale[edit]

Type: bool


bIsRealPlayer[edit]

Type: bool

is a real player

bIsTurning[edit]

Type: bool

updated when turning in place (for animation)

bIsWalking[edit]

Type: bool

currently walking (can't jump, affects animations)

bJustLanded[edit]

Type: bool

used by eyeheight adjustment

BloodEffect[edit]

Type: class<Effects>


bNoVelocityUpdate[edit]

Type: bool

Modifiers: const


BodyLandedSound[edit]

Type: Sound


bPhysicsAnimUpdate[edit]

Type: bool


bPlayedDeath[edit]

Type: bool


BreathTime[edit]

Type: float

used for getting BreathTimer() messages (for no air, etc.)

bReducedSpeed[edit]

Type: bool

Modifiers: const

used by movement natives

bSilentCrouch[edit]

Type: bool

NEW (mdf) true for NPCs which need to crouch to navigate but don't have crouch animations and don't slow down (!!mdf -- ideally fix the problem at the source)

bSimulateGravity[edit]

Type: bool

Modifiers: const

simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)

bSpecialNavigation[edit]

Type: bool

NEW (mdf) if not set, SpecialNavigationList is ignored during pathing

Default value: True

bSteadyFiring[edit]

Type: bool


bStopAtLedges[edit]

Type: bool


bThumped[edit]

Type: bool


bTurningLeft[edit]

Type: bool

updated when turning in place (for animation)

bUpAndOut[edit]

Type: bool

used by swimming

bUpdateEyeheight[edit]

Type: bool


bUpdatingDisplay[edit]

Type: bool

to avoid infinite recursion through inventory setdisplay

bWarping[edit]

Type: bool

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

bWasCrouched[edit]

Type: bool


bWasFalling[edit]

Type: bool


bWasOnGround[edit]

Type: bool


bWasWalking[edit]

Type: bool


ControlledActor[edit]

Type: Actor


Controller[edit]

Type: Controller


CrouchCostMultiplier[edit]

Type: float

NEW (mdf) cost (length) of paths which require crouching scaled by this ( x 1/WalkingPct )

Default value: 1.5

CrouchEyeHeight[edit]

Type: float

NEW (mdf) set on startup

DamageScaling[edit]

Type: float


Default value: 1.0

DeathObservers[edit]

Type: array<Actor>


DesiredSpeed[edit]

Type: float


Default value: 1.0

DesiredStance[edit]

Type: byte

Modifiers: private

desired stance -- engine will continually try to switch to desired stance if different from stance

Default value: 1

DestinationOffset[edit]

Type: float

Modifiers: const

used to vary destination over NavigationPoints

Die[edit]

Type: Sound


DoorCostMultiplier[edit]

Type: float

NEW (mdf) cost (length) of paths through doors scaled by this

Default value: 1.2

EyeHeight[edit]

Type: float

Current eye height, adjusted for bobbing and stairs.

Default value: 54.0

FlashCount[edit]

Type: byte


Floor[edit]

Type: Object.Vector

Modifiers: const

Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)

FlyCostMultiplier[edit]

Type: float

NEW (mdf) cost (length) of paths which require flying scaled by this

Default value: 1.0

GibForSureHealth[edit]

Type: float

will always gib when health is lower

Default value: -9999.0

GibMaybeHealth[edit]

Type: float

if health < this when taking damage, NPC gibs depending on GibMaybeOdds

Default value: -9999.0

GibMaybeOdds[edit]

Type: float


GroundSpeed[edit]

Type: float

The maximum ground speed.

HeadVolume[edit]

Type: PhysicsVolume


HitDamageType[edit]

Type: class<DamageType>

damage type of last hit (for playing hit/death anims)

HitSound[edit]

Type: Sound

Array size: 4


JumpCostMultiplier[edit]

Type: float

NEW (mdf) cost (length) of paths which require jumping scaled by this

Default value: 3.0

JumpZ[edit]

Type: float

vertical acceleration w/ jump

LadderCostMultiplier[edit]

Type: float

NEW (mdf) cost (length) of ladder paths scaled by this

Default value: 1.2

LadderSpeed[edit]

Type: float

Ladder climbing speed

Land[edit]

Type: Sound


LandMovementState[edit]

Type: name

PlayerControllerState to use when moving on land or air

Default value: PlayerWalking

LastPainAnimTime[edit]

Type: float

last time pawn played a pain animation (updated in PlayTakeHit())

LastPainSound[edit]

Type: float


LeapMaxRange[edit]

Type: float

max range for EnemyInLeapRange events (distance between actors)

LeapMinRange[edit]

Type: float

min range for EnemyInLeapRange events (distance between actors)

LeapOdds[edit]

Type: float

odds NPC will leap if enemy within MinLeapRange..MaxLeapRange

LowDetailBlood[edit]

Type: class<Effects>


LowGoreBlood[edit]

Type: class<Effects>


MaxDesiredSpeed[edit]

Type: float


Default value: 1.5

MaxFallSpeed[edit]

Type: float

max speed pawn can land without taking damage (also limits what paths AI can use)

Default value: 1200.0

MaxJumpDistance[edit]

Type: float

NEW (mdf) NPC will try to avoid jumping more than this distance

Default value: 3.4028235E38

MaxJumpDownDistance[edit]

Type: float

NEW (mdf) NPC will try to avoid jumping down more than this distance (collapse with MaxFallSpeed?)

Default value: 3.4028235E38

MaxJumpUpDistance[edit]

Type: float

NEW (mdf) NPC will try to avoid jumping up more than this distance

MaxStepHeight[edit]

Type: float


Default value: 35.0

MeleeOdds[edit]

Type: float

odds NPC will melee if enemy within MeleeRange

MeleeRange[edit]

Type: float

max range for melee attack (distance between collision cylinders)

MenuName[edit]

Type: string

Modifiers: localized


MinIsTurningRate[edit]

Type: float


Default value: 1000.0

MovementAnimRate[edit]

Type: float

Array size: 4

anim rate scaling for each direction (rate will be blended)

Default value, index 0: 1.0

Default value, index 1: 1.0

Default value, index 2: 1.0

Default value, index 3: 1.0

MovementAnims[edit]

Type: name

Array size: 4

Forward, Left, Back, Right

MovementBlendStartTime[edit]

Type: float

used for delaying the start of run blending

NavigationStance[edit]

Type: byte

Modifiers: private


NextPathRadius[edit]

Type: float

Modifiers: const

radius of next path in route

nextPawn[edit]

Type: Pawn

Modifiers: const


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

OldAcceleration[edit]

Type: Object.Vector


OldPhysics[edit]

Type: Actor.EPhysics


OldRotYaw[edit]

Type: float

used for determining if pawn is turning

OldZ[edit]

Type: float

Old Z Location - used for eyeheight smoothing

OnLadder[edit]

Type: LadderVolume

ladder currently being climbed

OwnerName[edit]

Type: string

Name of owning player (for save games, coop)

PendingWeapon[edit]

Type: Weapon

Will become weapon once current weapon is put down

PlayerReplicationInfo[edit]

Type: PlayerReplicationInfo


PreviousDesiredRotationYaw[edit]

Type: int

Modifiers: const

tracks DesiredRotation.Yaw in physicsRotation in order to scale rotation rate to delta Yaw.

Default value: 9999999

ProneEyeHeight[edit]

Type: float

NEW (mdf) set on startup

ReducedDamageType[edit]

Type: class<DamageType>


SelectedItem[edit]

Type: Powerups

Modifiers: travel

currently selected inventory item

SerpentineDir[edit]

Type: Object.Vector

Modifiers: const

serpentine direction

SerpentineDist[edit]

Type: float

Modifiers: const


SerpentineTime[edit]

Type: float

Modifiers: const

how long to stay straight before strafing again

ShadowA[edit]

Type: Projector

Shadow for static lights.

ShadowB[edit]

Type: Projector

Shadow for static lights.

SoundDampening[edit]

Type: float


Default value: 1.0

SpecialNavigationList[edit]

Type: array<TSpecialNavigationEntry>

NEW (mdf) if bSpecialNavigation set, used during path building to boost cost of NavigationPoint classes which aren't in the list

SplashTime[edit]

Type: float


Stance[edit]

Type: byte

Modifiers: private

current stance

Default value: 1

SwimCostMultiplier[edit]

Type: float


Default value: 2.0

TakeHitLocation[edit]

Type: Object.Vector

location of last hit (for playing hit/death anims)

TearOffMomentum[edit]

Type: Object.Vector

momentum to apply when torn off (bTearOff == true)

TurnLeftAnim[edit]

Type: name


TurnRightAnim[edit]

Type: name

turning anims when standing in place (scaled by turn speed)

UncrouchTime[edit]

Type: float

Modifiers: const


UnderWaterTime[edit]

Type: float


Visibility[edit]

Type: byte

How visible is the pawn? 0=invisible, 128=normal, 255=highly visible //NEW (mdf) NOTE: scales seeing Pawn's SightRadius by 1/128 * Visibility

Default value: 128

WalkingPct[edit]

Type: float

pct. of running speed that walking speed is

WaterMovementState[edit]

Type: name


Default value: PlayerSwimming

WaterSpeed[edit]

Type: float

The maximum swimming speed.

Weapon[edit]

Type: Weapon

Modifiers: travel

The pawn's current weapon.

YawRateMultiplier[edit]

Type: float

Modifiers: const


Default value: 1.0