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//============================================================================= // LiftExit. //============================================================================= class LiftExit extends NavigationPoint placeable native; var() name LiftTag; var Mover MyLift; var() byte SuggestedKeyFrame; // mover keyframe associated with this exit - optional var byte KeyFrame; #if !IG_TRIBES3 // david: DLB Controller clean pass: removed AI logic event bool SuggestMovePreparation(Pawn Other) { local Controller C; if ( (MyLift == None) || (Other.Controller == None) ) return false; if ( Other.Physics == PHYS_Flying ) { if ( Other.AirSpeed > 0 ) Other.Controller.MoveTimer = 2+ VSize(Location - Other.Location)/Other.AirSpeed; return false; } if ( (Other.Base == MyLift) || ((LiftCenter(Other.Anchor) != None) && (LiftCenter(Other.Anchor).MyLift == MyLift) && (Other.ReachedDestination(Other.Anchor))) ) { // if pawn is on the lift, see if it can get off and go to this lift exit if ( (Location.Z < Other.Location.Z + Other.CollisionHeight) && Other.LineOfSightTo(self) ) return false; // make pawn wait on the lift Other.DesiredRotation = rotator(Location - Other.Location); Other.Controller.WaitForMover(MyLift); return true; } else { for ( C=Level.ControllerList; C!=None; C=C.nextController ) if ( (C.Pawn != None) && (C.PendingMover == MyLift) && C.SameTeamAs(Other.Controller) && C.Pawn.ReachedDestination(self) ) { Other.DesiredRotation = rotator(Location - Other.Location); Other.Controller.WaitForMover(MyLift); return true; } } return false; } #endif defaultproperties { Texture=Texture'Engine_res.S_LiftExit' SuggestedKeyFrame=255 bSpecialMove=true bNeverUseStrafing=true bForceNoStrafing=true } |
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