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KF2-Dev-Scripts/KFGame/Classes/Path_AvoidChokePoints.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// Path_AvoidChokePoints.uc
//=============================================================================
// Path constraint for NPCs who prefer navigation points in darker areas
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class Path_AvoidChokePoints extends PathConstraint
native(Waypoint);
cpptext
{
virtual UBOOL EvaluatePath( UReachSpec* Spec, APawn* Pawn, INT& out_PathCost, INT& out_HeuristicCost );
}
/** Maximum luminance (per navigation point) before adding extra costs */
//var() float MaxLuminance;
static function bool AvoidChokePoints( Pawn P )
{
local Path_AvoidChokePoints Con;
if( P != None )
{
Con = Path_AvoidChokePoints(P.CreatePathConstraint(default.class));
if( Con != None )
{
//Con.MaxLuminance = InMaxLuminance;
P.AddPathConstraint( Con );
return true;
}
}
return false;
}
function Recycle()
{
Super.Recycle();
//MaxLuminance=default.MaxLuminance;
}
defaultproperties
{
CacheIdx=13
//MaxLuminance=0.5f
}