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Engine.CoverVolume


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//NEW (mdf) cover support
//=============================================================================
// CoverVolume:
//
// A bounding volume used to indicate an object that can be used to hide 
// behind. Should be convex (not sure if volumes can be anything but this), and
// (I'm sure there is a geometric term for this) should have 2 identical 
// horizontal top and bottom faces. See FindCover implementation for details.
//
// NOTE: the current algorithm for finding cover checks positions behind the
// blocking volume by tracing from the Enemy through each of the "backface"
// vertices on the top face of the cover volume plus "extra vertices" which
// are inserted along each edge, e.g. halfway between the ends of the edge
// and some distance along the edge (enough for most pawns to hide given their
// typical radii).

class CoverVolume extends Volume
	native;

var() const editconst array<vector> TraceVertices; // vertices and "extra vertices" generated when paths are built

defaultproperties
{
	bCollideActors=false
	bBlockZeroExtentTraces=false
	bCanMantle=false
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:37.846 - Created with UnCodeX