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/*============================================================================= // Ladders are associated with the LadderVolume that encompasses them, and provide AI navigation // support for ladder volumes. Direction should be the direction that climbing pawns // should face ============================================================================= */ class Ladder extends NavigationPoint placeable native; #exec Texture Import File=Textures\Ladder.pcx Name=S_Ladder Mips=Off MASKED=1 var LadderVolume MyLadder; var Ladder LadderList; //NEW (mdf) Ladder fixes from SteveP to me 02/18/02 /* Check if ladder is already occupied */ event bool SuggestMovePreparation(Pawn Other) { if ( MyLadder == None ) return false; if ( !MyLadder.InUse(Other) ) { MyLadder.PendingClimber = Other; return false; } Other.Controller.bPreparingMove = true; //NEW (mdf) StopMovement( true, false ); /*OLD Other.Acceleration = vect(0,0,0); */ return true; } //OLD defaultproperties { bSpecialMove=true bFindBase=false bAllowFlyPaths=false bAllowJumpPaths=false bAllowSwimPaths=false Texture=Texture'Engine.S_Ladder' bDirectional=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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