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//============================================================================= // ReachSpec. // // A Reachspec describes the reachability requirements between two NavigationPoints // // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class ReachSpec extends Object native; const BLOCKEDPATHCOST = 10000000; // any path cost >= this value indicates the path is blocked to the pawn /** pointer to object in navigation octree */ var native transient const editconst pointer NavOctreeObject{struct FNavigationOctreeObject}; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var int Distance; var Vector Direction; // only valid when both start/end are static var() const editconst NavigationPoint Start; // navigationpoint at start of this path var() const editconst NavReference End; var() const editconst int CollisionRadius; var() const editconst int CollisionHeight; var int reachFlags; // see EReachSpecFlags definition in UnPath.h var int MaxLandingVelocity; var byte bPruned; var byte PathColorIndex; // used to look up pathcolor, set when reachspec is created /** whether or not this ReachSpec should be added to the navigation octree */ var const editconst bool bAddToNavigationOctree; /** If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs */ var bool bCanCutCorners; /** whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec */ var bool bCheckForObstructions; /** Prune paths should skip trying to prune along these */ var const bool bSkipPrune; /** Can always prune against these types of specs (even though class doesn't match) */ var const array< class<ReachSpec> > PruneSpecList; /** Name of path size to use for forced reach spec */ var Name ForcedPathSizeName; /** Actor that is blocking this ReachSpec, making it temporarily unusable */ var Actor BlockedBy; /** CostFor() Returns the "cost" in unreal units for Pawn P to travel from the start to the end of this reachspec */ native final noexport function int CostFor(Pawn P); function bool IsBlockedFor(Pawn P) { return (CostFor(P) >= BLOCKEDPATHCOST); } defaultproperties { bAddToNavigationOctree=True bCanCutCorners=True bCheckForObstructions=True ForcedPathSizeName="Common" Name="Default__ReachSpec" ObjectArchetype=Object'Core.Default__Object' } |
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