/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class CoverSlipReachSpec extends ForcedReachSpec native; cpptext { virtual INT CostFor(APawn* P); virtual FVector GetForcedPathSize( class ANavigationPoint* Start, class ANavigationPoint* End, class AScout* Scout ); } // Value CoverLink.ECoverDirection for movement direction along this spec var() editconst Byte SpecDirection; defaultproperties { bSkipPrune=TRUE }