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UE2:Pawn internal variables (UT2003)
Contents
- 1 Internal variables
- 1.1 AccelRate
- 1.2 AirAnims
- 1.3 AirControl
- 1.4 AirSpeed
- 1.5 AirStillAnim
- 1.6 Anchor
- 1.7 AnimAction
- 1.8 AppliedBob
- 1.9 AvgPhysicsTime
- 1.10 BackwardStrafeBias
- 1.11 bAmbientCreature
- 1.12 BaseEyeHeight
- 1.13 BaseMovementRate
- 1.14 bAutoActivate
- 1.15 bAutoFire
- 1.16 bAvoidLedges
- 1.17 bCachedRelevant
- 1.18 bCanBeBaseForPawns
- 1.19 bCanClimbLadders
- 1.20 bCanDoubleJump
- 1.21 bCanFly
- 1.22 bCanJump
- 1.23 bCanPickupInventory
- 1.24 bCanStrafe
- 1.25 bCanSwim
- 1.26 bCanWalk
- 1.27 bCanWalkOffLedges
- 1.28 bClientCollision
- 1.29 bCountJumps
- 1.30 bCrawler
- 1.31 bDirectHitWall
- 1.32 bDoTorsoTwist
- 1.33 bHideRegularHUD
- 1.34 bIgnoreForces
- 1.35 bIgnorePlayFiring
- 1.36 bInitializeAnimation
- 1.37 bInvulnerableBody
- 1.38 bIsCrouched
- 1.39 bIsFemale
- 1.40 bIsIdle
- 1.41 bIsWalking
- 1.42 bJumpCapable
- 1.43 bJustLanded
- 1.44 BloodEffect
- 1.45 bNoJumpAdjust
- 1.46 bNoTeamBeacon
- 1.47 bNoVelocityUpdate
- 1.48 bNoWeaponFiring
- 1.49 Bob
- 1.50 bobtime
- 1.51 bPhysicsAnimUpdate
- 1.52 bPlayedDeath
- 1.53 BreathTime
- 1.54 bReducedSpeed
- 1.55 bReverseRun
- 1.56 bRollToDesired
- 1.57 bSimGravityDisabled
- 1.58 bSimulateGravity
- 1.59 bSpecialCalcView
- 1.60 bSpecialHUD
- 1.61 bSteadyFiring
- 1.62 bStopAtLedges
- 1.63 bThumped
- 1.64 bTryToUncrouch
- 1.65 bUpAndOut
- 1.66 bUpdateEyeheight
- 1.67 bUpdatingDisplay
- 1.68 bUseCompressedPosition
- 1.69 bWaitForAnim
- 1.70 bWantsToCrouch
- 1.71 bWarping
- 1.72 bWasCrouched
- 1.73 bWasOnGround
- 1.74 bWasWalking
- 1.75 bWeaponBob
- 1.76 ConstantAcceleration
- 1.77 Controller
- 1.78 ControllerClass
- 1.79 CrouchAnims
- 1.80 CrouchedPct
- 1.81 CrouchHeight
- 1.82 CrouchRadius
- 1.83 CrouchTurnLeftAnim
- 1.84 CrouchTurnRightAnim
- 1.85 DamageScaling
- 1.86 DelayedDamageInstigatorController
- 1.87 DesiredSpeed
- 1.88 DestinationOffset
- 1.89 DodgeAnims
- 1.90 DodgeSpeedFactor
- 1.91 DodgeSpeedZ
- 1.92 DoubleJumpAnims
- 1.93 EyeHeight
- 1.94 FindAnchorFailedTime
- 1.95 FlashCount
- 1.96 Floor
- 1.97 FootRot
- 1.98 FootStill
- 1.99 FootTurning
- 1.100 ForwardStrafeBias
- 1.101 GroundSpeed
- 1.102 HeadBone
- 1.103 HeadScale
- 1.104 HeadVolume
- 1.105 Health
- 1.106 HealthMax
- 1.107 HitDamageType
- 1.108 HitFxTicker
- 1.109 IdleCrouchAnim
- 1.110 IdleRestAnim
- 1.111 IdleSwimAnim
- 1.112 IdleTime
- 1.113 IdleWeaponAnim
- 1.114 JumpZ
- 1.115 LadderSpeed
- 1.116 LandAnims
- 1.117 LandBob
- 1.118 LandMovementState
- 1.119 LastAnchor
- 1.120 LastPainSound
- 1.121 LastPainTime
- 1.122 LastRealViewer
- 1.123 LastStartSpot
- 1.124 LastStartTime
- 1.125 LastValidAnchorTime
- 1.126 LastViewer
- 1.127 LowGoreBlood
- 1.128 MaxDesiredSpeed
- 1.129 MaxFallSpeed
- 1.130 MeleeRange
- 1.131 MenuName
- 1.132 MovementAnims
- 1.133 MovementBlendStartTime
- 1.134 NetRelevancyTime
- 1.135 NextPathRadius
- 1.136 noise1loudness
- 1.137 noise1other
- 1.138 noise1spot
- 1.139 noise1time
- 1.140 noise2loudness
- 1.141 noise2other
- 1.142 noise2spot
- 1.143 noise2time
- 1.144 OldAcceleration
- 1.145 OldAnimDir
- 1.146 OldPhysics
- 1.147 OldRotYaw
- 1.148 OldVelocity
- 1.149 OldZ
- 1.150 OnLadder
- 1.151 OwnerName
- 1.152 PawnPosition
- 1.153 PendingWeapon
- 1.154 PlayerReplicationInfo
- 1.155 ReducedDamageType
- 1.156 RootBone
- 1.157 SelectedItem
- 1.158 SerpentineDir
- 1.159 SerpentineDist
- 1.160 SerpentineTime
- 1.161 Shadow
- 1.162 SoundDampening
- 1.163 SpawnTime
- 1.164 SpineBone1
- 1.165 SpineBone2
- 1.166 SplashTime
- 1.167 SwimAnims
- 1.168 TakeHitLocation
- 1.169 TakeoffAnims
- 1.170 TakeoffStillAnim
- 1.171 TauntAnimNames
- 1.172 TauntAnims
- 1.173 TearOffMomentum
- 1.174 TurnDir
- 1.175 TurnLeftAnim
- 1.176 TurnRightAnim
- 1.177 UncrouchTime
- 1.178 UnderWaterTime
- 1.179 ViewPitch
- 1.180 Visibility
- 1.181 WalkAnims
- 1.182 WalkBob
- 1.183 WalkingPct
- 1.184 WaterMovementState
- 1.185 WaterSpeed
- 1.186 Weapon
- Pawn internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2004, UT3, UDK
- Other member categories for this class:
- events, instance functions
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
AccelRate[edit]
Type: float
max acceleration rate
Default value: 2048.0
AirAnims[edit]
Type: name
Array size: 4
AirControl[edit]
Type: float
amount of AirControl available to the pawn
Default value: 0.05
AirSpeed[edit]
Type: float
The maximum flying speed.
Default value: 440.0
AirStillAnim[edit]
Type: name
Anchor[edit]
Type: NavigationPoint
current nearest path;
AnimAction[edit]
Type: name
AppliedBob[edit]
Type: float
AvgPhysicsTime[edit]
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
BackwardStrafeBias[edit]
Type: float
bias of strafe blending in backward direction
bAmbientCreature[edit]
Type: bool
AIs will ignore me
BaseEyeHeight[edit]
Type: float
Base eye height above collision center.
Default value: 64.0
BaseMovementRate[edit]
Type: float
FIXME - temp - used for scaling movement
Default value: 525.0
bAutoActivate[edit]
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
bAutoFire[edit]
Type: bool
used for third person weapon anims/effects
bAvoidLedges[edit]
Type: bool
don't get too close to ledges
bCachedRelevant[edit]
Type: bool
network relevancy caching flag
bCanBeBaseForPawns[edit]
Type: bool
all your 'base', are belong to us
bCanClimbLadders[edit]
Type: bool
bCanDoubleJump[edit]
Type: bool
Default value: True
bCanFly[edit]
Type: bool
bCanJump[edit]
Type: bool
movement capabilities - used by AI
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
Default value: True
bCanWalkOffLedges[edit]
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
bClientCollision[edit]
Type: bool
used on clients when temporarily turning off collision
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
bDirectHitWall[edit]
Type: bool
bDoTorsoTwist[edit]
Type: bool
bHideRegularHUD[edit]
Type: bool
bIgnoreForces[edit]
Type: bool
if true, not affected by external forces
bIgnorePlayFiring[edit]
Type: bool
if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)
bInitializeAnimation[edit]
Type: bool
bInvulnerableBody[edit]
Type: bool
bIsCrouched[edit]
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
bIsFemale[edit]
Type: bool
bIsIdle[edit]
Type: bool
true when standing still on the ground, Physics can be used for determining other states
bIsWalking[edit]
Type: bool
currently walking (can't jump, affects animations)
bJumpCapable[edit]
Type: bool
Default value: True
bJustLanded[edit]
Type: bool
used by eyeheight adjustment
BloodEffect[edit]
bNoJumpAdjust[edit]
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNoTeamBeacon[edit]
Type: bool
never display team beacon for this pawn
bNoVelocityUpdate[edit]
Type: bool
Modifiers: const
used by C++ physics
bNoWeaponFiring[edit]
Type: bool
Bob[edit]
Type: float
Modifiers: globalconfig
Default value: 0.0080
bobtime[edit]
Type: float
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
bReverseRun[edit]
Type: bool
Modifiers: const
bRollToDesired[edit]
Type: bool
Update roll when turning to desired rotation (normally false)
bSimGravityDisabled[edit]
Type: bool
Modifiers: const
used on network clients
bSimulateGravity[edit]
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
bSpecialCalcView[edit]
Type: bool
If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
bSpecialHUD[edit]
Type: bool
bSteadyFiring[edit]
Type: bool
used for third person weapon anims/effects
bStopAtLedges[edit]
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bThumped[edit]
Type: bool
bTryToUncrouch[edit]
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
bUpAndOut[edit]
Type: bool
used by swimming
bUpdateEyeheight[edit]
Type: bool
if true, UpdateEyeheight will get called every tick
bUpdatingDisplay[edit]
Type: bool
to avoid infinite recursion through inventory setdisplay
bUseCompressedPosition[edit]
Type: bool
use compressed position in networking - true unless want to replicate roll, or very high velocities
Default value: True
bWaitForAnim[edit]
Type: bool
true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted
bWantsToCrouch[edit]
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
bWarping[edit]
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bWasCrouched[edit]
Type: bool
bWasOnGround[edit]
Type: bool
bWasWalking[edit]
Type: bool
bWeaponBob[edit]
Type: bool
Modifiers: globalconfig
Default value: True
ConstantAcceleration[edit]
Type: Object.Vector
Controller[edit]
Type: Controller
ControllerClass[edit]
Type: class<AIController>
default class to use when pawn is controlled by AI (can be modified by an AIScript)
Default value: Class'Engine.AIController'
CrouchAnims[edit]
Type: name
Array size: 4
CrouchedPct[edit]
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
CrouchHeight[edit]
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius[edit]
Type: float
CollisionRadius when crouching
Default value: 34.0
CrouchTurnLeftAnim[edit]
Type: name
CrouchTurnRightAnim[edit]
Type: name
DamageScaling[edit]
Type: float
Default value: 1.0
DelayedDamageInstigatorController[edit]
Type: Controller
DesiredSpeed[edit]
Type: float
Default value: 1.0
DestinationOffset[edit]
Type: float
used to vary destination over NavigationPoints
DodgeAnims[edit]
Type: name
Array size: 4
DodgeSpeedFactor[edit]
Type: float
dodge speed moved here so animation knows the diff between a jump and a dodge
DodgeSpeedZ[edit]
Type: float
DoubleJumpAnims[edit]
Type: name
Array size: 4
EyeHeight[edit]
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
FindAnchorFailedTime[edit]
Type: float
last time a FindPath() attempt failed to find an anchor.
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)
FootRot[edit]
Type: int
Modifiers: const
torso twisting/looking stuff
FootStill[edit]
Type: bool
Modifiers: const
FootTurning[edit]
Type: bool
Modifiers: const
ForwardStrafeBias[edit]
Type: float
bias of strafe blending in forward direction
GroundSpeed[edit]
Type: float
The maximum ground speed.
Default value: 440.0
HeadBone[edit]
Type: name
HeadScale[edit]
Type: float
Default value: 1.0
HeadVolume[edit]
Type: PhysicsVolume
physics volume of head
Health[edit]
Type: int
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
HealthMax[edit]
Type: float
Default value: 100.0
HitDamageType[edit]
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
HitFxTicker[edit]
Type: int
Modifiers: transient
IdleCrouchAnim[edit]
Type: name
IdleRestAnim[edit]
Type: name
IdleSwimAnim[edit]
Type: name
IdleTime[edit]
Type: float
IdleWeaponAnim[edit]
Type: name
WeaponAttachment code will set this one
JumpZ[edit]
Type: float
vertical acceleration w/ jump
Default value: 420.0
LadderSpeed[edit]
Type: float
Ladder climbing speed
Default value: 200.0
LandAnims[edit]
Type: name
Array size: 4
LandBob[edit]
Type: float
LandMovementState[edit]
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
LastAnchor[edit]
Type: NavigationPoint
Modifiers: const
recent nearest path
LastPainSound[edit]
Type: float
LastPainTime[edit]
Type: float
last time pawn played a takehit animation (updated in PlayHit())
LastRealViewer[edit]
Type: PlayerController
LastStartSpot[edit]
Type: PlayerStart
used to avoid spawn camping
LastStartTime[edit]
Type: float
LastValidAnchorTime[edit]
Type: float
last time a valid anchor was found
LastViewer[edit]
Type: Actor
LowGoreBlood[edit]
MaxDesiredSpeed[edit]
Type: float
Default value: 1.0
MaxFallSpeed[edit]
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
MeleeRange[edit]
Type: float
Max range for melee attack (not including collision radii)
MenuName[edit]
Type: string
Modifiers: localized
MovementAnims[edit]
Type: name
Array size: 4
Forward, Back, Left, Right
MovementBlendStartTime[edit]
Type: float
used for delaying the start of run blending
NetRelevancyTime[edit]
Type: float
NextPathRadius[edit]
Type: float
radius of next path in route
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
OldAnimDir[edit]
Type: int
Modifiers: const
OldPhysics[edit]
Type: Actor.EPhysics
OldRotYaw[edit]
Type: float
used for determining if pawn is turning
OldVelocity[edit]
Type: Object.Vector
Modifiers: const
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)
PawnPosition[edit]
Type: Object.CompressedPosition
Modifiers: transient
PendingWeapon[edit]
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
ReducedDamageType[edit]
Type: class<DamageType>
which damagetype this creature is protected from (used by AI)
RootBone[edit]
Type: name
SelectedItem[edit]
Type: Powerups
Modifiers: travel
currently selected inventory item
SerpentineDir[edit]
Type: Object.Vector
serpentine direction
SerpentineDist[edit]
Type: float
SerpentineTime[edit]
Type: float
how long to stay straight before strafing again
Shadow[edit]
Type: Projector
SoundDampening[edit]
Type: float
Default value: 1.0
SpawnTime[edit]
Type: float
SpineBone1[edit]
Type: name
SpineBone2[edit]
Type: name
SplashTime[edit]
Type: float
time of last splash
SwimAnims[edit]
Type: name
Array size: 4
0=forward, 1=backwards, 2=left, 3=right
TakeHitLocation[edit]
Type: Object.Vector
location of last hit (for playing hit/death anims)
TakeoffAnims[edit]
Type: name
Array size: 4
TakeoffStillAnim[edit]
Type: name
TauntAnimNames[edit]
Type: string
Array size: 8
Modifiers: localized
Text description
TauntAnims[edit]
Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.
TearOffMomentum[edit]
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
TurnDir[edit]
Type: int
Modifiers: const
TurnLeftAnim[edit]
Type: name
TurnRightAnim[edit]
Type: name
turning anims when standing in place (scaled by turn speed)
UncrouchTime[edit]
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
UnderWaterTime[edit]
Type: float
how much time pawn can go without air (in seconds)
ViewPitch[edit]
Type: byte
jjs - something to replicate so we can see which way remote clients are looking
Visibility[edit]
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
Default value: 128
WalkAnims[edit]
Type: name
Array size: 4
WalkBob[edit]
Type: Object.Vector
WalkingPct[edit]
Type: float
pct. of running speed that walking speed is
Default value: 0.5
WaterMovementState[edit]
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
WaterSpeed[edit]
Type: float
The maximum swimming speed.
Default value: 300.0
Weapon[edit]
Type: Weapon
Modifiers: travel
The pawn's current weapon.