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/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** a dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying * to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is * reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way * allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving * along a perfectly normal NavigationPoint connected to the network just like any other. * DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use. */ class DynamicAnchor extends NavigationPoint native; /** current controller that's using us to navigate */ var Controller CurrentUser; cpptext { /** initializes us with the given user and creates ReachSpecs to connect ourselves to the given endpoints, * using the given ReachSpec as a template * @param InUser the Controller that will be using us for navigation * @param Point1 the first NavigationPoint to connect to * @param Point2 the second NavigationPoint to connect to * @param SpecTemplate the ReachSpec to use as a template for the ReachSpecs we create */ void Initialize(AController* InUser, ANavigationPoint* Point1, ANavigationPoint* Point2, UReachSpec* SpecTemplate); void InitHelper( ANavigationPoint* Start, ANavigationPoint* End, INT NewHeight, INT NewRadius, UReachSpec* SpecTemplate ); virtual void PostScriptDestroyed(); virtual void TickSpecial(FLOAT DeltaSeconds); } defaultproperties { RemoteRole=ROLE_None bStatic=false bNoDelete=false bCollideWhenPlacing=false } |
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