//============================================================================= // 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 }