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Engine.PatrolPoint


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//=============================================================================
// PatrolPoint.
//=============================================================================
class PatrolPoint extends NavigationPoint;

#exec Texture Import File=Textures\Pathnode.pcx Name=S_Patrol Mips=Off Flags=2

var() name Nextpatrol; //next point to go to
var() float pausetime; //how long to pause here
var  vector lookdir; //direction to look while stopped
var() name PatrolAnim;
var() sound PatrolSound;
var() byte numAnims;
var int AnimCount;
var PatrolPoint NextPatrolPoint;


/*DEUS_EX STM -- fixed a bug involving NextPatrolPoint
function PreBeginPlay()
{
    if (pausetime > 0.0)
        lookdir = 200 * vector(Rotation);

    //find the patrol point with the tag specified by Nextpatrol
    foreach AllActors(class 'PatrolPoint', NextPatrolPoint, Nextpatrol)
        break; 
    
    Super.PreBeginPlay();
}
*/
function PreBeginPlay()
{
    local PatrolPoint CurPoint;

    lookdir = 200 * vector(Rotation);

    //find the patrol point with the tag specified by Nextpatrol
    NextPatrolPoint = None;
    if (NextPatrol != '')
    {
        foreach AllActors(class 'PatrolPoint', CurPoint, Nextpatrol)
        {
            if (CurPoint != self)
            {
                NextPatrolPoint = CurPoint;
                break;
            }
        }
    }
    
    Super.PreBeginPlay();
}
// DEUS_EX STM -- end changes

defaultproperties
{
     bDirectional=True
     Texture=Texture'Engine.S_Patrol'
     SoundVolume=128
}

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Class file time: Mon 8/11/2021 16:22:48.000 - Creation time: Mon 8/11/2021 16:31:30.430 - Created with UnCodeX