/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class Path_AlongLine extends PathConstraint native(AI); cpptext { // Interface virtual UBOOL EvaluatePath( UReachSpec* Spec, APawn* Pawn, INT& out_PathCost, INT& out_HeuristicCost ); } /** Direction to move in */ var Vector Direction; static function bool AlongLine( Pawn P, Vector Dir ) { local Path_AlongLine Con; if( P != None && !IsZero( Dir ) ) { Con = Path_AlongLine(P.CreatePathConstraint(default.class)); if( Con != None ) { Con.Direction = Dir; P.AddPathConstraint( Con ); return TRUE; } } return FALSE; } function Recycle() { Super.Recycle(); Direction=vect(0,0,0); } defaultproperties { CacheIdx=0 }