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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class MantleReachSpec extends ForcedReachSpec native; cpptext { virtual INT CostFor(APawn* P); virtual FVector GetForcedPathSize( class ANavigationPoint* Start, class ANavigationPoint* End, AScout* Scout ); void ReInitialize(); virtual UBOOL CanBeSkipped( APawn* P ); } /** This mantle spec climbs up a surface instead of jumping over */ var() bool bClimbUp; defaultproperties { bSkipPrune=TRUE } |
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