Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.NavigationPoint


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
//=============================================================================
// NavigationPoint.
//=============================================================================
class NavigationPoint extends Actor
    native;

#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
 
native(519) final function describeSpec(int iSpec, out Actor Start, out Actor End, out int ReachFlags, out int Distance); 
event int SpecialCost(Pawn Seeker);

// 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
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:26.578 - Created with UnCodeX