/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MantleReachSpec extends ForcedReachSpec native; cpptext { virtual INT CostFor(APawn* P); virtual FVector GetForcedPathSize( class ANavigationPoint* Start, class ANavigationPoint* End, AScout* Scout ); void ReInitialize(); virtual UBOOL CanBeSkipped( APawn* P ); } /** This mantle spec climbs up a surface instead of jumping over */ var() bool bClimbUp; defaultproperties { bSkipPrune=TRUE }