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//============================================================================= // LiftExit. //============================================================================= class LiftExit extends NavigationPoint native; var() name LiftTag; var Mover MyLift; var() name LiftTrigger; var trigger RecommendedTrigger; var float LastTriggerTime; function PostBeginPlay() { if ( LiftTag != '' ) ForEach AllActors(class'Mover', MyLift, LiftTag ) break; //log(self$" attached to "$MyLift); if ( LiftTrigger != '' ) ForEach AllActors(class'Trigger', RecommendedTrigger, LiftTrigger ) break; Super.PostBeginPlay(); } /* SpecialHandling is called by the navigation code when the next path has been found. It gives that path an opportunity to modify the result based on any special considerations */ function Actor SpecialHandling(Pawn Other) { if ( (Other.Base == MyLift) && (MyLift != None) ) { if ( (self.Location.Z < Other.Location.Z + Other.CollisionHeight) && Other.LineOfSightTo(self) ) return self; Other.SpecialGoal = None; Other.DesiredRotation = rotator(Location - Other.Location); MyLift.HandleDoor(Other); if ( (Other.SpecialGoal == MyLift) || (Other.SpecialGoal == None) ) Other.SpecialGoal = MyLift.myMarker; return Other.SpecialGoal; } return self; } defaultproperties { } |
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