/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SlotToSlotReachSpec extends ForcedReachSpec native; cpptext { virtual INT defineFor( class ANavigationPoint *begin, class ANavigationPoint * dest, class APawn * Scout ); virtual INT CostFor(APawn* P); virtual UBOOL CanBeSkipped( APawn* P ); virtual UBOOL PrepareForMove(AController * C); } // Value CoverLink.ECoverDirection for movement direction along this spec var() editconst Byte SpecDirection; defaultproperties { bSkipPrune=FALSE PruneSpecList(0)=class'ReachSpec' }