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Engine.WarpZoneMarker


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//=============================================================================
// WarpZoneMarker.
//=============================================================================
class WarpZoneMarker extends NavigationPoint
    native;

var WarpZoneInfo markedWarpZone;

// AI related
var Actor TriggerActor;     //used to tell AI how to trigger me
var Actor TriggerActor2;

function PostBeginPlay()
{
    if ( markedWarpZone.numDestinations > 1 )
        FindTriggerActor();
    Super.PostBeginPlay();
}

function FindTriggerActor()
{
    local ZoneTrigger Z;
    ForEach AllActors(class 'ZoneTrigger', Z)
        if ( Z.Event == markedWarpZone.ZoneTag)
        {
            TriggerActor = Z;
            return;
        } 
}

/* 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
*/

/* FIXME - how to figure out if other side actor is OK and use intelligently for all dests? 
*/
function Actor SpecialHandling(Pawn Other)
{
    if (Other.Region.Zone == markedWarpZone)
        markedWarpZone.ActorEntered(Other);
    return self;
}
/*  if ( markedWarpZone.numDestinations <= 1 )
        return self;
    
    if ( markedWarpZone.OtherSideActor is OK )
        return self;
            
    if (TriggerActor == None)
    {
        FindTriggerActor();
        if (TriggerActor == None)
            return None;
    }
    
    return TriggerActor;            
}    
*/

defaultproperties
{
     bCollideWhenPlacing=False
     bHiddenEd=True
     CollisionRadius=20.000000
     CollisionHeight=40.000000
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:40.640 - Created with UnCodeX