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Engine.NavigationPoint


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//=============================================================================
// NavigationPoint.
//=============================================================================
class NavigationPoint expands Actor
    intrinsic;

#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() byte PathDescription; // pointer to path description in zoneinfo LocationStrings array
 
intrinsic(519) final function describeSpec(int iSpec, out Actor Start, out Actor End, out int ReachFlags, out int Distance); 
event int SpecialCost(Pawn Seeker);

function PostBeginPlay()
{
    taken = false;
    Super.PostBeginPlay();
}

// Accept an actor that has teleported in.
// used for random spawning and initial placement of creatures
event bool Accept( actor Incoming )
{
    // 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
     PathDescription=12
     bStatic=True
     bHidden=True
     bCollideWhenPlacing=True
     SoundVolume=0
     CollisionRadius=46.000000
     CollisionHeight=50.000000
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:52.850 - Created with UnCodeX