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Engine.ReachSpec


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//=============================================================================
// ReachSpec.
//
// A Reachspec describes the reachability requirements between two NavigationPoints
//
// Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class ReachSpec extends Object
    native;

const BLOCKEDPATHCOST = 10000000; // any path cost >= this value indicates the path is blocked to the pawn

/** pointer to object in navigation octree */
var native transient const editconst pointer NavOctreeObject{struct FNavigationOctreeObject};

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var int     Distance;
var Vector  Direction;  // only valid when both start/end are static
var() const editconst NavigationPoint   Start;      // navigationpoint at start of this path
var() const editconst NavReference      End;
var() const editconst int               CollisionRadius;
var() const editconst int               CollisionHeight;
var int     reachFlags;                 // see EReachSpecFlags definition in UnPath.h
var int     MaxLandingVelocity;
var byte    bPruned;
var byte    PathColorIndex;             // used to look up pathcolor, set when reachspec is created
/** whether or not this ReachSpec should be added to the navigation octree */
var const editconst bool bAddToNavigationOctree;
/** If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs */
var bool bCanCutCorners;
/** whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec */
var bool bCheckForObstructions;
/** Prune paths should skip trying to prune along these */
var const bool  bSkipPrune;
/** Can always prune against these types of specs (even though class doesn't match) */
var const array< class<ReachSpec> > PruneSpecList;

/** Name of path size to use for forced reach spec */
var Name    ForcedPathSizeName;


/** Actor that is blocking this ReachSpec, making it temporarily unusable */
var Actor BlockedBy;

/** CostFor()
Returns the "cost" in unreal units
for Pawn P to travel from the start to the end of this reachspec
*/
native final noexport function int CostFor(Pawn P);

function bool IsBlockedFor(Pawn P)
{
    return (CostFor(P) >= BLOCKEDPATHCOST);
}

defaultproperties
{
   bAddToNavigationOctree=True
   bCanCutCorners=True
   bCheckForObstructions=True
   ForcedPathSizeName="Common"
   Name="Default__ReachSpec"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: Thu 22/11/2007 16:01:48.000 - Creation time: Mon 26/11/2007 17:41:53.984 - Created with UnCodeX