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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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