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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 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() int cost; //added cost to visit this pathnode
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
 
intrinsic(519) final function describeSpec(int iSpec); //FIXME - replace with function that returns spec values

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);
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:46.140 - Created with UnCodeX