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// Written by .:..: // The "destination" for the JumpPad Class UJumpDest extends LiftCenter; var UJumpPad Start; var UJumpPadEnd End; function PostBeginPlay() { local byte i; local Actor St,En; local int RF,D; For( i=0; i<16; i++ ) { if ( Paths[i]==-1 ) Continue; describeSpec(Paths[i],St,En,RF,D); if ( UJumpPad(En)!=None ) { Start = UJumpPad(En); Paths[i] = -1; } else if ( UJumpPadEnd(En)!=None ) End = UJumpPadEnd(En); } if ( Start!=None && End!=None ) bSpecialCost = True; } function Actor SpecialHandling(Pawn Other) { if ( Start==None || End==None ) Return Self; if ( VSize(Other.Location-Start.Location)<VSize(Other.Location-End.Location) ) Return End; // Make bots move directly to end point. else Return Self; // Allow bots "jump down" this way if no other path. } function int SpecialCost( Pawn Seeker ) { if ( Start==None || End==None ) Return 9999999; if ( VSize(Seeker.Location-Start.Location)<VSize(Seeker.Location-End.Location) ) Return 0; else Return 9999999; } // Accept only from JumpDest. function bool CanBindWith( NavigationPoint Start ) { return (UJumpDest(Start)!=None); } // Only bind with other pathnodes. function PathBuildingType EdPathBuildExec( NavigationPoint End, out int ForcedDistance ) { if( LiftCenter(End)==None ) return Super.EdPathBuildExec(End,ForcedDistance); } defaultproperties { ExtraCost=20 bStatic=True RemoteRole=ROLE_None Texture=Texture'UnrealShare.S_SpawnP' } |
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