/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class Path_TowardPoint extends PathConstraint native(AI); cpptext { // Interface virtual UBOOL EvaluatePath( UReachSpec* Spec, APawn* Pawn, INT& out_PathCost, INT& out_HeuristicCost ); } /** Goal trying to find path toward */ var Vector GoalPoint; static function bool TowardPoint( Pawn P, Vector Point ) { local Path_TowardPoint Con; if( P != None && Point != Vect(0,0,0) ) { Con = Path_TowardPoint(P.CreatePathConstraint(default.class)); if( Con != None ) { Con.GoalPoint = Point; P.AddPathConstraint( Con ); return TRUE; } } return FALSE; } function Recycle() { Super.Recycle(); GoalPoint=default.GoalPoint; } defaultproperties { Cacheidx=2 }