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Engine.LiftExit


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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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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:40.312 - Created with UnCodeX