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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class NavMeshGoalFilter_MinPathDistance extends NavMeshGoal_Filter native(AI); var transient protected int MinDistancePathShouldBe; cpptext { // Interface /** * Called on each Goal_Filter that is in the list of a generic filter container to determine a goal's fitness for being 'the one' * @param PossibleGoal - the chosen (cheapest) successor from the open list * @param PathParams - the cached pathfinding params for the pathing entity * @return - TRUE indicates according to this filter's criteria this goal is valid */ virtual UBOOL IsValidFinalGoal( PathCardinalType PossibleGoal, const FNavMeshPathParams& PathParams); } static function bool MustBeLongerPathThan( NavMeshGoal_GenericFilterContainer FilterContainer, int InMinDistancePathShouldBe ) { local NavMeshGoalFilter_MinPathDistance Eval; if( FilterContainer != None ) { Eval = NavMeshGoalFilter_MinPathDistance(FilterContainer.GetFilterOfType(default.class)); if( Eval != None ) { Eval.MinDistancePathShouldBe = InMinDistancePathShouldBe; FilterContainer.GoalFilters.AddItem(Eval); return TRUE; } } return FALSE; } defaultproperties { bShowDebug=FALSE } |
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