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//============================================================================= // ReachSpec. // // A Reachspec describes the reachability requirements between two NavigationPoints // //============================================================================= class ReachSpec extends Object native; //NEW (mdf) //() so these can be examined var() editconst int Distance; var() editconst const NavigationPoint Start; // navigationpoint at start of this path var() editconst const NavigationPoint End; // navigationpoint at endpoint of this path (next waypoint or goal) var() editconst int CollisionRadius; var() editconst int CollisionHeight; var() editconst int reachFlags; // see EReachSpecFlags definition in UnPath.h var() editconst int MaxLandingVelocity; var() editconst bool bPruned; // reachspec was pruned var() editconst bool bProscribed; // reachspec is proscribed var() editconst bool bForced; // reachspec is forced var() editconst int DisabledCount; //NEW (mdf) if > 0 reachspec can't be used currently var() editconst int ExtraCost; //NEW (mdf) temporary extra cost for this reachspec var() editconst bool bSpecialPath; //NEW (mdf) if true, navigation code will call SpecialPathing on the pathing NPC var() editconst bool bSpecialCollision; //NEW (mdf) if true, navigation code won't use reachspec unless FindPathToPoint/Actor called with bClearSpecialColliders var() editconst int SpecialTeamNumber; //NEW (mdf) team # associated with path. /*OLD var int Distance; var const NavigationPoint Start; // navigationpoint at start of this path var const NavigationPoint End; // navigationpoint at endpoint of this path (next waypoint or goal) var int CollisionRadius; var int CollisionHeight; var int reachFlags; // see EReachSpecFlags definition in UnPath.h var int MaxLandingVelocity; var byte bPruned; */ //NEW (mdf) //OLD defaultproperties { SpecialTeamNumber=-1 } |
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