UE2:Pawn internal variables (UT2003)
- Pawn internal variables in other games:
- Other member categories for this class:
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Internal variables
AccelRate
Type: float
max acceleration rate
Default value: 2048.0
AirAnims
Type: name
Array size: 4
AirControl
Type: float
amount of AirControl available to the pawn
Default value: 0.05
AirSpeed
Type: float
The maximum flying speed.
Default value: 440.0
AirStillAnim
Type: name
Anchor
Type: NavigationPoint
current nearest path;
AnimAction
Type: name
AppliedBob
Type: float
AvgPhysicsTime
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
BackwardStrafeBias
Type: float
bias of strafe blending in backward direction
bAmbientCreature
Type: bool
AIs will ignore me
BaseEyeHeight
Type: float
Base eye height above collision center.
Default value: 64.0
BaseMovementRate
Type: float
FIXME - temp - used for scaling movement
Default value: 525.0
bAutoActivate
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
bAutoFire
Type: bool
used for third person weapon anims/effects
bAvoidLedges
Type: bool
don't get too close to ledges
bCachedRelevant
Type: bool
network relevancy caching flag
bCanBeBaseForPawns
Type: bool
all your 'base', are belong to us
bCanClimbLadders
Type: bool
bCanDoubleJump
Type: bool
Default value: True
bCanFly
Type: bool
bCanJump
Type: bool
movement capabilities - used by AI
Default value: True
bCanPickupInventory
Type: bool
if true, will pickup inventory when touching pickup actors
bCanStrafe
Type: bool
bCanSwim
Type: bool
bCanWalk
Type: bool
Default value: True
bCanWalkOffLedges
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
bClientCollision
Type: bool
used on clients when temporarily turning off collision
bCountJumps
Type: bool
if true, inventory wants message whenever this pawn jumps
bCrawler
Type: bool
crawling - pitch and roll based on surface pawn is on
bDirectHitWall
Type: bool
bDoTorsoTwist
Type: bool
bHideRegularHUD
Type: bool
bIgnoreForces
Type: bool
if true, not affected by external forces
bIgnorePlayFiring
Type: bool
if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)
bInitializeAnimation
Type: bool
bInvulnerableBody
Type: bool
bIsCrouched
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
bIsFemale
Type: bool
bIsIdle
Type: bool
true when standing still on the ground, Physics can be used for determining other states
bIsWalking
Type: bool
currently walking (can't jump, affects animations)
bJumpCapable
Type: bool
Default value: True
bJustLanded
Type: bool
used by eyeheight adjustment
BloodEffect
bNoJumpAdjust
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNoTeamBeacon
Type: bool
never display team beacon for this pawn
bNoVelocityUpdate
Type: bool
Modifiers: const
used by C++ physics
bNoWeaponFiring
Type: bool
Bob
Type: float
Modifiers: globalconfig
Default value: 0.0080
bobtime
Type: float
bPhysicsAnimUpdate
Type: bool
bPlayedDeath
Type: bool
BreathTime
Type: float
used for getting BreathTimer() messages (for no air, etc.)
bReducedSpeed
Type: bool
Modifiers: const
used by movement natives
bReverseRun
Type: bool
Modifiers: const
bRollToDesired
Type: bool
Update roll when turning to desired rotation (normally false)
bSimGravityDisabled
Type: bool
Modifiers: const
used on network clients
bSimulateGravity
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
bSpecialCalcView
Type: bool
If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
bSpecialHUD
Type: bool
bSteadyFiring
Type: bool
used for third person weapon anims/effects
bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bThumped
Type: bool
bTryToUncrouch
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
bUpAndOut
Type: bool
used by swimming
bUpdateEyeheight
Type: bool
if true, UpdateEyeheight will get called every tick
bUpdatingDisplay
Type: bool
to avoid infinite recursion through inventory setdisplay
bUseCompressedPosition
Type: bool
use compressed position in networking - true unless want to replicate roll, or very high velocities
Default value: True
bWaitForAnim
Type: bool
true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted
bWantsToCrouch
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bWasCrouched
Type: bool
bWasOnGround
Type: bool
bWasWalking
Type: bool
bWeaponBob
Type: bool
Modifiers: globalconfig
Default value: True
ConstantAcceleration
Type: Object.Vector
Controller
Type: Controller
ControllerClass
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
Type: name
Array size: 4
CrouchedPct
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
CrouchHeight
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius
Type: float
CollisionRadius when crouching
Default value: 34.0
CrouchTurnLeftAnim
Type: name
CrouchTurnRightAnim
Type: name
DamageScaling
Type: float
Default value: 1.0
DelayedDamageInstigatorController
Type: Controller
DesiredSpeed
Type: float
Default value: 1.0
DestinationOffset
Type: float
used to vary destination over NavigationPoints
DodgeAnims
Type: name
Array size: 4
DodgeSpeedFactor
Type: float
dodge speed moved here so animation knows the diff between a jump and a dodge
DodgeSpeedZ
Type: float
DoubleJumpAnims
Type: name
Array size: 4
EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
FindAnchorFailedTime
Type: float
last time a FindPath() attempt failed to find an anchor.
FlashCount
Type: byte
Floor
Type: Object.Vector
Modifiers: const
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
FootRot
Type: int
Modifiers: const
torso twisting/looking stuff
FootStill
Type: bool
Modifiers: const
FootTurning
Type: bool
Modifiers: const
ForwardStrafeBias
Type: float
bias of strafe blending in forward direction
GroundSpeed
Type: float
The maximum ground speed.
Default value: 440.0
HeadBone
Type: name
HeadScale
Type: float
Default value: 1.0
HeadVolume
Type: PhysicsVolume
physics volume of head
Health
Type: int
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
HealthMax
Type: float
Default value: 100.0
HitDamageType
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
HitFxTicker
Type: int
Modifiers: transient
IdleCrouchAnim
Type: name
IdleRestAnim
Type: name
IdleSwimAnim
Type: name
IdleTime
Type: float
IdleWeaponAnim
Type: name
WeaponAttachment code will set this one
JumpZ
Type: float
vertical acceleration w/ jump
Default value: 420.0
LadderSpeed
Type: float
Ladder climbing speed
Default value: 200.0
LandAnims
Type: name
Array size: 4
LandBob
Type: float
LandMovementState
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
LastAnchor
Type: NavigationPoint
Modifiers: const
recent nearest path
LastPainSound
Type: float
LastPainTime
Type: float
last time pawn played a takehit animation (updated in PlayHit())
LastRealViewer
Type: PlayerController
LastStartSpot
Type: PlayerStart
used to avoid spawn camping
LastStartTime
Type: float
LastValidAnchorTime
Type: float
last time a valid anchor was found
LastViewer
Type: Actor
LowGoreBlood
MaxDesiredSpeed
Type: float
Default value: 1.0
MaxFallSpeed
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
MeleeRange
Type: float
Max range for melee attack (not including collision radii)
MenuName
Type: string
Modifiers: localized
MovementAnims
Type: name
Array size: 4
Forward, Back, Left, Right
MovementBlendStartTime
Type: float
used for delaying the start of run blending
NetRelevancyTime
Type: float
NextPathRadius
Type: float
radius of next path in route
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
OldAcceleration
Type: Object.Vector
OldAnimDir
Type: int
Modifiers: const
OldPhysics
Type: Actor.EPhysics
OldRotYaw
Type: float
used for determining if pawn is turning
OldVelocity
Type: Object.Vector
Modifiers: const
OldZ
Type: float
Old Z Location - used for eyeheight smoothing
OnLadder
Type: LadderVolume
ladder currently being climbed
OwnerName
Type: string
Name of owning player (for save games, coop)
PawnPosition
Type: Object.CompressedPosition
Modifiers: transient
PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo
Type: PlayerReplicationInfo
ReducedDamageType
Type: class<DamageType>
which damagetype this creature is protected from (used by AI)
RootBone
Type: name
SelectedItem
Type: Powerups
Modifiers: travel
currently selected inventory item
SerpentineDir
Type: Object.Vector
serpentine direction
SerpentineDist
Type: float
SerpentineTime
Type: float
how long to stay straight before strafing again
Shadow
Type: Projector
SoundDampening
Type: float
Default value: 1.0
SpawnTime
Type: float
SpineBone1
Type: name
SpineBone2
Type: name
SplashTime
Type: float
time of last splash
SwimAnims
Type: name
Array size: 4
0=forward, 1=backwards, 2=left, 3=right
TakeHitLocation
Type: Object.Vector
location of last hit (for playing hit/death anims)
TakeoffAnims
Type: name
Array size: 4
TakeoffStillAnim
Type: name
TauntAnimNames
Type: string
Array size: 8
Modifiers: localized
Text description
TauntAnims
Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.
TearOffMomentum
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
TurnDir
Type: int
Modifiers: const
TurnLeftAnim
Type: name
TurnRightAnim
Type: name
turning anims when standing in place (scaled by turn speed)
UncrouchTime
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
UnderWaterTime
Type: float
how much time pawn can go without air (in seconds)
ViewPitch
Type: byte
jjs - something to replicate so we can see which way remote clients are looking
Visibility
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
Default value: 128
WalkAnims
Type: name
Array size: 4
WalkBob
Type: Object.Vector
WalkingPct
Type: float
pct. of running speed that walking speed is
Default value: 0.5
WaterMovementState
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
WaterSpeed
Type: float
The maximum swimming speed.
Default value: 300.0
Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.