/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class Path_TowardGoal 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 Actor GoalActor; static function bool TowardGoal( Pawn P, Actor Goal ) { local Path_TowardGoal Con; if( P != None && Goal != None ) { Con = Path_TowardGoal(P.CreatePathConstraint(default.class)); if( Con != None ) { Con.GoalActor = Goal; P.AddPathConstraint( Con ); return TRUE; } } return FALSE; } function Recycle() { Super.Recycle(); GoalActor=none; } defaultproperties { Cacheidx=1 }