//============================================================================= // WallToFloorReachSpec //============================================================================= // Path connection leading from a navigation point based on a wall/ceiling to // a navigation point on the walkable floor. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class WallToFloorReachSpec extends KFForcedReachSpec native(Waypoint); var() bool bJumpDownTo; cpptext { virtual FVector GetForcedPathSize( class ANavigationPoint* Start, class ANavigationPoint* End, class AScout* Scout ); virtual INT CostFor(APawn* P); virtual INT AdjustedCostFor( APawn* P, const FVector& StartToGoalDir, ANavigationPoint* Goal, INT Cost ); virtual UBOOL CanBeSkipped(APawn* P) { return FALSE; } virtual FPlane PathColor() { return FPlane(0.5f,0.f,0.5f,0.f); } } DefaultProperties { bJumpDownTo=true bSkipPrune=true bCanCutCorners=false bCheckForObstructions=false }