UE2:Controller internal variables (U2XMP)
Object >> Actor >> Controller (internal variables) |
- Controller internal variables in other games:
- Other member categories for this class:
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
ActorRangeCounter
Type: float
NEW (mib) counter for checking for ActorRangeTransition events
AdjustLoc
Type: Object.Vector
AimRotation
Type: Object.Rotator
AudioRadiusModifier
Type: float
gets used if obstructed with slow occlusion.
Default value: 0.5
AudioVolumeModifier
Type: float
Default value: 0.35
bAdjusting
Type: bool
Modifiers: const
bAltFire
Type: byte
Modifiers: input
bControlAnimations
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
bDuck
Type: byte
Modifiers: private, input
!!mdf-tbd: make public/protected again?
bEnemyAcquired
Type: bool
bFire
Type: byte
Modifiers: input
bGodMode
Type: bool
bIsBot
Type: bool
NEW (mdf) Pawn is a player-bot.
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
bJump
Type: byte
Modifiers: input
bLeanForward
Type: byte
Modifiers: input
bLeanLeft
Type: byte
Modifiers: input
bLeanRight
Type: byte
Modifiers: input
bLeanUp
Type: byte
Modifiers: input
bLOSflag
Type: bool
Modifiers: const
bNoTact
Type: bool
bPlayerCanFire
Type: bool
Default value: True
bPreparingMove
Type: bool
set true while pawn sets up for a latent move
bRun
Type: byte
Modifiers: private, input
bShouldPossess
Type: bool
bSlowAudioOcclusion
Type: bool
whether to use slow or fast audio occlusion.
Default value: True
bSpecialJump
Type: bool
bTacticalDir
Type: bool
used during movement between pathnodes
ControllerEnemy
Type: Pawn
Modifiers: const
ControllerTarget
Type: Actor
Modifiers: const
CosMinFacingTargetAngle
Type: float
NEW (mdf) min angle between NPC's rotation and line to enemy for firing
Default value: 0.984
CurrentCoverSpot
Type: CoverSpot
NEW (mdf) NPC's current cover spot (if set).
CurrentPath
Type: ReachSpec
CurrentPathDir
Type: Object.Vector
NEW (mdf) serpentine support
DefaultMoveSpeed
Type: float
NEW (mdf)
Default value: 1.0
Destination
Type: Object.Vector
set by Movement natives
FallWaitTime
Type: float
used to countdown MaxWaitTime (if non-zero when WaitForLanding called)
FearLocations
Type: array<TFearLocationInfo>
NEW (mdf) locations an NPC is afraid of
FinishRotationThreshold
Type: float
Modifiers: const
NEW (mdf) support threshold with FinishRotation
FocalPoint
Type: Object.Vector
set by Movement natives
Focus
Type: Actor
FovAngle
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
GoalList
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime
Type: float
Handedness
Type: float
Modifiers: globalconfig
home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
InRangeActor
Type: Actor
actor whose distance we're checking
InRangebSendInitialEvent
Type: bool
send an event the first time the range is tested
InRangeDistance
Type: float
distance at which actor goes in / out of range
LastEnemyDetectedLocation
Type: Object.Vector
Modifiers: private
LastEnemyDetectedTime
Type: float
Modifiers: private
LastEnemyDetectionLocation
Type: Object.Vector
Modifiers: private
LastEnemySeeingLocation
Type: Object.Vector
Modifiers: private
position where I last saw enemy
LastEnemySeenLocation
Type: Object.Vector
Modifiers: private
enemy position when I last saw enemy
LastEnemySeenTime
Type: float
Modifiers: private
LastInRangeResult
Type: int
LastRange
Type: int
last range (1..Ranges.Num, 0 means not set
LastRangeEnemy
Type: Pawn
last enemy used for range check
LeapCounter
Type: float
NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events
MeleeCounter
Type: float
NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events
MinHitWall
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall from the physics
Default value: -1.0
MoveAtFinalDestinationDistance
Type: float
Modifiers: const
set by Movement natives during call to MoveToActor
MoveFinalDestinationActor
Type: Actor
Modifiers: const
set by Movement natives during call to MoveToActor
MoveResult
Type: EMoveResult
Modifiers: const
set by Movement natives during call to MoveToXXX
MoveTarget
Type: Actor
set by movement natives
MoveTimer
Type: float
nextController
Type: Controller
Modifiers: const
OldMessageTime
Type: float
Pawn
Type: Pawn
PawnClass
class of pawn to spawn (for players)
PendingMover
Type: Mover
mover pawn is waiting for to complete its move
PlayerReplicationInfo
Type: PlayerReplicationInfo
RangeCounter
Type: float
NEW (mdf) counter for checking for EnemyInRange events
Ranges
NEW (mdf) optional list of important ranges to check in engine (calls EnemyRangeTransition if threshold crossed)
RouteCache
Type: Actor
Array size: 16
RouteDist
Type: float
RouteGoal
Type: Actor
final destination for current route
SightCounter
Type: float
Used to keep track of when to check player visibility
StartSpot
Type: NavigationPoint
StrafeTimer
Type: float
C++ timer used if using ST_Basic strafing while moving towards destination (call UpdateTactics)
TacticalMoveType
Type: Actor.ETacticalMoveType
Modifiers: private, const
used during movement towards destination (MoveToPoint not supported currently)
ViewX
Type: Object.Vector
ViewY
Type: Object.Vector
ViewZ
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
VoicePitch
Type: byte
for speech
VoiceType
Type: string
for speech