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//============================================================================= // WarpZoneMarker. //============================================================================= class WarpZoneMarker extends SmallNavigationPoint native; var WarpZoneInfo markedWarpZone; // AI related var Actor TriggerActor; //used to tell AI how to trigger me var Actor TriggerActor2; function PostBeginPlay() { if ( markedWarpZone.numDestinations > 1 ) FindTriggerActor(); Super.PostBeginPlay(); } function FindTriggerActor() { local ZoneTrigger Z; ForEach AllActors(class 'ZoneTrigger', Z) if ( Z.Event == markedWarpZone.ZoneTag) { TriggerActor = Z; return; } } /* SpecialHandling is called by the navigation code when the next path has been found. It gives that path an opportunity to modify the result based on any special considerations */ /* FIXME - how to figure out if other side actor is OK and use intelligently for all dests? */ function Actor SpecialHandling(Pawn Other) { if (Other.Region.Zone == markedWarpZone) markedWarpZone.ActorEntered(Other); return self; } /* if ( markedWarpZone.numDestinations <= 1 ) return self; if ( markedWarpZone.OtherSideActor is OK ) return self; if (TriggerActor == None) { FindTriggerActor(); if (TriggerActor == None) return None; } return TriggerActor; } */ defaultproperties { bCollideWhenPlacing=Falsch bHiddenEd=Wahr } |
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