var EDoubleClickDir DoubleClickDir; // direction of movement key double click (for special moves)
// Camera info.
var int ShowFlags;
var int Misc1,Misc2;
var int RendMap;
var float OrthoZoom; // Orthogonal/map view zoom factor.
var const actor ViewTarget;
var const Controller RealViewTarget;
var PlayerController DemoViewer;
var float CameraDist; // multiplier for behindview camera dist
var vector OldCameraLoc; // used in behindview calculations
var rotator OldCameraRot;
var transient array<CameraEffect> CameraEffects; // A stack of camera effects.
var globalconfig float DesiredFOV;
var globalconfig float DefaultFOV;
var float ZoomLevel;
// Fixed visibility.
var vector FixedLocation;
var rotator FixedRotation;
var matrix RenderWorldToCamera;
// Screen flashes
var vector FlashScale, FlashFog;
var float ConstantGlowScale;
var vector ConstantGlowFog;
// Distance fog fading.
var color LastDistanceFogColor;
var float LastDistanceFogStart;
var float LastDistanceFogEnd;
var float CurrentDistanceFogEnd;
var float TimeSinceLastFogChange;
var int LastZone;
// Remote Pawn ViewTargets
var rotator TargetViewRotation;
var rotator BlendedTargetViewRotation;
var float TargetEyeHeight;
var vector TargetWeaponViewOffset;
var HUD myHUD; // heads up display info
var float LastPlaySound;
var float LastPlaySpeech;
// Music info.
var string Song;
var EMusicTransition Transition;
// Move buffering for network games. Clients save their un-acknowledged moves in order to replay them
// when they get position updates from the server.
var SavedMove SavedMoves; // buffered moves pending position updates
var SavedMove FreeMoves; // freed moves, available for buffering
var SavedMove PendingMove;
var float CurrentTimeStamp,LastUpdateTime,ServerTimeStamp,TimeMargin, ClientUpdateTime;
var globalconfig float MaxTimeMargin;
var Weapon OldClientWeapon;
var int WeaponUpdate;
// Progess Indicator - used by the engine to provide status messages (HUD is responsible for displaying these).
var string ProgressMessage[4];
var color ProgressColor[4];
var float ProgressTimeOut;
// Localized strings
var localized string QuickSaveString;
var localized string NoPauseMessage;
var localized string ViewingFrom;
var localized string OwnCamera;
// ReplicationInfo
var GameReplicationInfo GameReplicationInfo;
// Stats Logging
var globalconfig string StatsUsername;
var globalconfig string StatsPassword;
var class<LocalMessage> LocalMessageClass;
// view shaking (affects roll, and offsets camera position)
var float MaxShakeRoll; // max magnitude to roll camera
var vector MaxShakeOffset; // max magnitude to offset camera position
var float ShakeRollRate; // rate to change roll
var vector ShakeOffsetRate;
var vector ShakeOffset; //current magnitude to offset camera from shake
var float ShakeRollTime; // how long to roll. if value is < 1.0, then MaxShakeOffset gets damped by this, else if > 1 then its the number of times to repeat undamped
var vector ShakeOffsetTime;
var Pawn TurnTarget;
var config int EnemyTurnSpeed;
var int GroundPitch;
var rotator TurnRot180;
var vector OldFloor; // used by PlayerSpider mode - floor for which old rotation was based;
// Components ( inner classes )
var private transient CheatManager CheatManager; // Object within playercontroller that manages "cheat" commands
var class<CheatManager> CheatClass; // class of my CheatManager
var private transient PlayerInput PlayerInput; // Object within playercontroller that manages player input.
var config class<PlayerInput> InputClass; // class of my PlayerInput
var const vector FailedPathStart;
// Demo recording view rotation
var int DemoViewPitch;
var int DemoViewYaw;
var Security PlayerSecurity; // Used for Cheat Protection