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KF2-Dev-Scripts/Engine/Classes/PylonSeed.uc
2020-12-13 18:01:13 +03:00

55 lines
1.5 KiB
Ucode

/**
* These are useful when you have a space that wasn't explored by a pylon but it safely enclosed in the pylon
* (e.g. a ledge that a mantle check didn't explore properly but should be able to have jump down edges) but you don't
* feel it's necessary to add a whole new pylon/navmesh/heavyweight thing it's just an exploration hint for the path generator
* or mesh generator
*
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PylonSeed extends Actor
placeable
native(AI)
implements(Interface_NavMeshPathObject)
ClassGroup(Navigation);
cpptext
{
virtual UBOOL Supports( const FNavMeshPathParams& PathParams,
FNavMeshPolyBase* CurPoly,
FNavMeshPathObjectEdge* Edge,
FNavMeshEdgeBase* PredecessorEdge)
{
return FALSE;
}
virtual void AddAuxSeedPoints( APylon* Py )
{
if (Py != NULL && Py->IsPtWithinExpansionBounds(Location,50.f))
{
Py->NextPassSeedList.AddItem(Location);
}
}
}
defaultproperties
{
Begin Object Class=CylinderComponent Name=CollisionCylinder LegacyClassName=NavigationPoint_NavigationPointCylinderComponent_Class
CollisionRadius=+0050.000000
CollisionHeight=+0050.000000
End Object
CollisionComponent=CollisionCylinder
Components.Add(CollisionCylinder)
bCollideActors=FALSE
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_NavP'
HiddenGame=true
HiddenEditor=false
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Navigation"
End Object
Components.Add(Sprite)
}