49 lines
1.2 KiB
Ucode
49 lines
1.2 KiB
Ucode
//=============================================================================
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// Path_AvoidChokePoints.uc
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//=============================================================================
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// Path constraint for NPCs who prefer navigation points in darker areas
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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_AvoidChokePoints extends PathConstraint
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native(Waypoint);
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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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}
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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 AvoidChokePoints( Pawn P )
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{
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local Path_AvoidChokePoints Con;
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if( P != None )
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{
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Con = Path_AvoidChokePoints(P.CreatePathConstraint(default.class));
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if( Con != None )
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{
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//Con.MaxLuminance = InMaxLuminance;
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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=13
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//MaxLuminance=0.5f
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}
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