52 lines
1.3 KiB
Ucode
52 lines
1.3 KiB
Ucode
//=============================================================================
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// Path_AvoidClosedDoors
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class Path_AvoidClosedDoors extends PathConstraint
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native(Waypoint);
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var bool bOnlyAvoidWeldedDoors;
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cpptext
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{
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virtual UBOOL EvaluatePath( UReachSpec* Spec, APawn* Pawn, INT& out_PathCost, INT& out_HeuristicCost );
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UBOOL ShouldAvoidDoor( const AKFDoorActor* Door );
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}
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/** Maximum luminance (per navigation point) before adding extra costs */
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//var() float MaxLuminance;
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static function bool AvoidClosedDoors( Pawn P, optional bool InOnlyAvoidWeldedDoors )
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{
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local Path_AvoidClosedDoors Con;
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if( P != None )
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{
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Con = Path_AvoidClosedDoors( P.CreatePathConstraint(default.class) );
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if( Con != None )
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{
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Con.bOnlyAvoidWeldedDoors = InOnlyAvoidWeldedDoors;
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P.AddPathConstraint( Con );
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return true;
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}
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}
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return false;
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}
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function Recycle()
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{
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Super.Recycle();
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//MaxLuminance=default.MaxLuminance;
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}
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defaultproperties
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{
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CacheIdx=14
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//MaxLuminance=0.5f
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}
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