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//============================================================================= // NavigationPoint. //============================================================================= class NavigationPoint extends Actor native; #exec Texture Import File=Textures\S_Pickup.pcx Name=S_Pickup Mips=Off Flags=2 //------------------------------------------------------------------------------ // NavigationPoint variables var() name ownerTeam; //creature clan owning this area (area visible from this point) var bool taken; //set when a creature is occupying this spot var int upstreamPaths[16]; var int Paths[16]; //index of reachspecs (used by C++ Navigation code) var int PrunedPaths[16]; var NavigationPoint VisNoReachPaths[16]; //paths that are visible but not directly reachable var int visitedWeight; var actor routeCache; var const int bestPathWeight; var const NavigationPoint nextNavigationPoint; var const NavigationPoint nextOrdered; var const NavigationPoint prevOrdered; var const NavigationPoint startPath; var const NavigationPoint previousPath; var int cost; //added cost to visit this pathnode var() int ExtraCost; var() bool bPlayerOnly; //only players should use this path var bool bEndPoint; //used by C++ navigation code var bool bEndPointOnly; //only used as an endpoint in routing network var bool bSpecialCost; //if true, navigation code will call SpecialCost function for this navigation point var() bool bOneWayPath; //reachspecs from this path only in the direction the path is facing (180 degrees) var() bool bNeverUseStrafing; // shouldn't use bAdvancedTactics going to this point native(519) final function describeSpec(int iSpec, out Actor Start, out Actor End, out int ReachFlags, out int Distance); event int SpecialCost(Pawn Seeker); // Accept an actor that has teleported in. // used for random spawning and initial placement of creatures event bool Accept( actor Incoming, actor Source ) { // Move the actor here. taken = Incoming.SetLocation( Location + vect (0,0,20)); if (taken) { Incoming.Velocity = vect(0,0,0); Incoming.SetRotation(Rotation); } // Play teleport-in effect. PlayTeleportEffect(Incoming, true); return taken; } function PlayTeleportEffect(actor Incoming, bool bOut) { Level.Game.PlayTeleportEffect(Incoming, bOut, false); } defaultproperties { upstreamPaths(0)=-1 upstreamPaths(1)=-1 upstreamPaths(2)=-1 upstreamPaths(3)=-1 upstreamPaths(4)=-1 upstreamPaths(5)=-1 upstreamPaths(6)=-1 upstreamPaths(7)=-1 upstreamPaths(8)=-1 upstreamPaths(9)=-1 upstreamPaths(10)=-1 upstreamPaths(11)=-1 upstreamPaths(12)=-1 upstreamPaths(13)=-1 upstreamPaths(14)=-1 upstreamPaths(15)=-1 Paths(0)=-1 Paths(1)=-1 Paths(2)=-1 Paths(3)=-1 Paths(4)=-1 Paths(5)=-1 Paths(6)=-1 Paths(7)=-1 Paths(8)=-1 Paths(9)=-1 Paths(10)=-1 Paths(11)=-1 Paths(12)=-1 Paths(13)=-1 Paths(14)=-1 Paths(15)=-1 PrunedPaths(0)=-1 PrunedPaths(1)=-1 PrunedPaths(2)=-1 PrunedPaths(3)=-1 PrunedPaths(4)=-1 PrunedPaths(5)=-1 PrunedPaths(6)=-1 PrunedPaths(7)=-1 PrunedPaths(8)=-1 PrunedPaths(9)=-1 PrunedPaths(10)=-1 PrunedPaths(11)=-1 PrunedPaths(12)=-1 PrunedPaths(13)=-1 PrunedPaths(14)=-1 PrunedPaths(15)=-1 bStatic=True bHidden=True bCollideWhenPlacing=True SoundVolume=0 CollisionRadius=12.000000 CollisionHeight=15.000000 } |
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