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UE2:U2Pawn internal variables (U2)

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U2 Object >> Actor >> Pawn >> U2Pawn (internal variables)
U2Pawn internal variables in other games:
U2XMP
Other member categories for this class:
instance functions, properties

Internal variables

bCanBeMercyKilled

Type: bool

can be FUBAR-ed by enemy

bDodged

Type: bool


bLastDamageWasHeadshot

Type: bool


bMantling

Type: bool

true whenever pawn is mantling

bPlayOwnFootsteps

Type: bool

Modifiers: config


Default value: True

bReducedCylinder

Type: bool


CarcassCollisionHeight

Type: float


Default value: 28.0

CarcassCollisionRadius

Type: float


Default value: 70.0

CarcassPrePivot

Type: Object.Vector


CarcassUseProxy

Type: UseProxy


CurrentDir

Type: Actor.EDoubleClickDir


DefaultPowerSuitName

Type: string


DelayJumpJetTime

Type: float

time to wait after jump/dodge before jumpjets can kick in

Default value: 0.15

DelayJumpJetTimer

Type: float

set on jump to clamp min delay before jumpjet can kick in

DeployProtectionTime

Type: float


Default value: 1.0

EMPIndex

Type: byte


EMPRadiator

Type: ParticleRadiator


FallingShrinkRate

Type: float


Default value: 0.5

FireState

Type: EFireAnimState


FlameIndex

Type: byte


FlameRadiator

Type: ParticleRadiator


FlashbangHum

Type: Sound


Default value: Sound'U2A.Effects.Flashbang'

FlashbangTimer

Type: float


GutBlowAppreciationSeconds

Type: float


Default value: 3.0

GutBlower

Type: Controller


HackCost

Type: float

skill need to hack per second

Default value: 0.0050

HackRate

Type: float

hacking rate scaling factor

Default value: 0.3

JumpJetA

Type: ParticleGenerator


JumpJetB

Type: ParticleGenerator


JumpJetIndex

Type: byte


JumpJetTimer

Type: float

time left to apply jump jets (if <= 0.0, not jumping)

LastEMPIndex

Type: byte


LastFlameIndex

Type: byte


LastJumpJetIndex

Type: byte


LastLandTime

Type: float


LastToxicIndex

Type: byte


MantleAnim

Type: name


Default value: 'Mantle'

MantleDestination

Type: Object.Vector

set when mantling begins to approx mantle destination for Pawn

MantleHeight

Type: float

set to height of ledge relative to player when mantling begins (for syncing animation)

MaxFallingMantleSpeed

Type: float

can't do a falling mantle at speeds above this

Default value: 1400.0

MaxPlayerIDDistance

Type: float


Default value: 5000.0

MaxRisingMantleSpeed

Type: float

can't do a rising mantle at speeds above this

Default value: -1.0

NextCheckMantleTime

Type: float

can be set to LevelTime + X to prevent re-mantling for a while

NextFootStepTime

Type: float


PowerSuitMax

Type: float


PowerSuitPower

Type: float


ReviveCost

Type: float

skill resources needed to revive a teammate

Default value: 0.0025

RevivedHealth

Type: int

health wounded player has after you've revived him

Default value: 1

ReviveFailedMsg

Type: string

Modifiers: localized


Default value: "Need more skill"

ReviveMsg

Type: string

Modifiers: localized


Default value: "Revive"

Skill

Type: float


Stamina

Type: float


ToxicIndex

Type: byte


ToxicRadiator

Type: ParticleRadiator


UseDeployProtection

Type: bool

Modifiers: config


Default value: True

UsingActor

Type: Actor