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//============================================================================= // LiftExit. //============================================================================= class LiftExit extends NavigationPoint placeable native; #exec Texture Import File=Textures\Lift_exit.pcx Name=S_LiftExit Mips=Off MASKED=1 var() name LiftTag; var Mover MyLift; var() byte SuggestedKeyFrame; // mover keyframe associated with this exit - optional var byte KeyFrame; event bool SuggestMovePreparation(Pawn Other) { if ( (Other.Base == MyLift) && (MyLift != None) ) { // if pawn is on the lift, see if it can get off and go to this lift exit //NEW (mdf) fix (Self.XXX is redundant) if ( (Location.Z < Other.Location.Z + Other.CollisionHeight) /*OLD if ( (self.Location.Z < Other.Location.Z + Other.CollisionHeight) */ && Other.LineOfSightTo(self) ) return false; // make pawn wait on the lift Other.DesiredRotation = rotator(Location - Other.Location); Other.Controller.WaitForMover(MyLift); return true; } return false; } defaultproperties { SuggestedKeyFrame=255 bNeverUseStrafing=true bForceNoStrafing=true bSpecialMove=true Texture=Texture'Engine.S_LiftExit' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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