UE1:Pawn internal variables (U1)
- Pawn internal variables in other games:
- Other member categories for this class:
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Internal variables
Alertness
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
AvgPhysicsTime
Type: float
Modifiers: const
Default value: 0.1
bAltFire
Type: byte
Modifiers: input
bAutoActivate
Type: bool
bAvoidLedges
Type: bool
don't get too close to ledges
bBehindView
Type: bool
Outside-the-player view.
bCanDoSpecial
Type: bool
bCanFly
Type: bool
bCanJump
Type: bool
bCanOpenDoors
Type: bool
bCanSwim
Type: bool
bCanWalk
Type: bool
bCountJumps
Type: bool
bDrowning
Type: bool
bDuck
Type: byte
Modifiers: input
bExtra0
Type: byte
Modifiers: input
bExtra1
Type: byte
Modifiers: input
bExtra2
Type: byte
Modifiers: input
bExtra3
Type: byte
Modifiers: input
bFire
Type: byte
Modifiers: input
bFreeLook
Type: byte
Modifiers: input
bFromWall
Type: bool
bHitSlopedWall
Type: bool
Modifiers: const
used by Physics
bHunting
Type: bool
bIsFemale
Type: bool
bIsHuman
Type: bool
for games which care about whether a pawn is a human
bIsMultiSkinned
Type: bool
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
It is also set for Spectators (see class'Spectator'.PostBeginPlay()).
bIsWalking
Type: bool
bJumpOffPawn
Type: bool
bJustLanded
Type: bool
used by eyeheight adjustment
bLook
Type: byte
Modifiers: input
bLOSflag
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNeverSwitchOnPickup
Type: bool
Modifiers: travel
if true, don't automatically switch to picked up weapon
bReducedSpeed
Type: bool
Modifiers: const
used by movement nativees
bRun
Type: byte
Modifiers: input
bShootSpecial
Type: bool
bSnapLevel
Type: byte
Modifiers: input
bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bStrafe
Type: byte
Modifiers: input
bUpAndOut
Type: bool
used by swimming
bUpdatingDisplay
Type: bool
bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bZoom
Type: byte
Modifiers: input
carriedDecoration
Type: Decoration
DamageScaling
Type: float
Default value: 1.0
DesiredSpeed
Type: float
Destination
Type: Object.Vector
set by Movement natives
DieCount
Type: int
Enemy
Type: Pawn
EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
FaceTarget
Type: Actor
set by strafefacing native
Floor
Type: Object.Vector
Modifiers: const
Focus
Type: Object.Vector
set by Movement natives
FootRegion
Type: Actor.PointRegion
HeadRegion
Type: Actor.PointRegion
home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
ItemCount
Type: int
KillCount
Type: int
LastPainSound
Type: float
LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime
Type: float
MaxDesiredSpeed
Type: float
Default value: 1.0
MinHitWall
Type: float
MoveTarget
Type: Actor
set by movement natives
MoveTimer
Type: float
NextLabel
Type: name
for queueing states
nextPawn
Type: Pawn
Modifiers: const
NextState
Type: name
for queueing states
noise1loudness
Type: float
Modifiers: const
noise1other
Type: Pawn
Modifiers: const
noise1spot
Type: Object.Vector
Modifiers: const
noise1time
Type: float
Modifiers: const
Default value: -10.0
noise2loudness
Type: float
Modifiers: const
noise2other
Type: Pawn
Modifiers: const
noise2spot
Type: Object.Vector
Modifiers: const
noise2time
Type: float
Modifiers: const
Default value: -10.0
OldMessageTime
Type: float
OrthoZoom
Type: float
Orthogonal/map view zoom factor.
Default value: 40000.0
PainTime
Type: float
used for getting PainTimer() messages (for Lava, no air, etc.)
PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo
Type: PlayerReplicationInfo
PlayerReStartState
Type: name
Default value: 'PlayerWalking'
RouteCache
Type: NavigationPoint
Array size: 16
SecretCount
Type: int
SelectedItem
Type: Inventory
Modifiers: travel
SightCounter
Type: float
Used to keep track of when to check player visibility
SoundDampening
Type: float
Default value: 1.0
SpecialGoal
Type: Actor
used by navigation AI
SpecialPause
Type: float
SpeechTime
Type: float
SplashTime
Type: float
Spree
Type: int
Stimulus
Type: float
Strength of stimulus - Set when stimulus happens, used in Acquisition state
ViewRotation
Type: Object.Rotator
View rotation.
WalkBob
Type: Object.Vector
Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.