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Engine.LiftExit


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

var() name LiftTag;
var  mover MyLift;

function PostBeginPlay()
{
    if ( LiftTag != '' )
        ForEach AllActors(class'Mover', MyLift, LiftTag )
            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 )
    {
        if ( (self.Location.Z < Other.Location.Z + Other.CollisionHeight)
             && Other.LineOfSightTo(self) )
            return self;
        Other.SpecialGoal = None;
        MyLift.HandleDoor(Other);
        if ( (Other.SpecialGoal == MyLift) || (Other.SpecialGoal == None) )
            Other.SpecialGoal = MyLift.myMarker;
        return Other.SpecialGoal;
    }
    return self;
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:45.796 - Created with UnCodeX