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

50 lines
1.6 KiB
Ucode

//=============================================================================
// VolumePathNode
// Useful for flying or swimming
// Defines "reachable" area by growing collision cylinder from initial
// radius/height specified by LD, until an obstruction is reached.
// VolumePathNodes can reach any NavigationPath within their volume, as
// well as other VolumePathNodes with overlapping cylinders.
// NavigationPoints directly below the volumepathnode cylinder will also
// be tested for connectivity during path building.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class VolumePathNode extends PathNode
native;
/** when path building, the cylinder starts at this size and does traces/point checks to refine
* to a size that isn't embedded in world geometry
* can be modified by LDs to adjust building behavior
*/
var() float StartingRadius, StartingHeight;
cpptext
{
virtual UBOOL ReachedBy(APawn* P, const FVector& TestPosition, const FVector& Dest);
virtual UBOOL ShouldBeBased();
virtual void InitForPathFinding();
#if WITH_EDITOR
virtual void addReachSpecs(AScout *Scout, UBOOL bOnlyChanged);
virtual void ReviewPath(APawn* Scout);
virtual UBOOL CanPrunePath(INT index);
#endif
}
defaultproperties
{
Begin Object NAME=Sprite
Sprite=Texture2D'EditorResources.VolumePath'
End Object
bNoAutoConnect=true
DrawScale=+1.0
bFlyingPreferred=true
bVehicleDestination=true
bNotBased=true
bBuildLongPaths=false
StartingRadius=2000.0
StartingHeight=2000.0
}