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class CarMoveToLocation extends NS_Action; var vector destination; var float desiredSpeed; var Controller.FindPathAIProperties workAIProperties; var array<Actor> ignore; // Sets action parameters and starts action. static function CarMoveToLocation startAction(AI_Controller c, ActionBase parent, vector destination, float desiredSpeed) { local CarMoveToLocation action; // create new object action = new(c.level.Outer) class'CarMoveToLocation'(c, parent); // set action parameters action.destination = destination; action.desiredSpeed = desiredSpeed; action.runAction(); return action; } state Running { Begin: if (controller.Pawn.logNavigationSystem) log( name @ "(" @ controller.Pawn.name @ "): move to" @ destination @ "started" ); workAIProperties.roadBased = true; controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem); // wait for find path to complete while (class'Pawn'.static.checkAlive(controller.pawn) && !controller.isFindPathComplete()) { sleep(0.0); } // handle case of death while waiting if (class'Pawn'.static.checkDead(controller.pawn)) fail(ACT_ALL_RESOURCES_DIED); controller.getFindPathResult(); controller.discardFindPath(); // move along wapoints waitForAction(class'CarMoveAlongWaypoints'.static.startAction(controller, self, desiredSpeed)); // put hand brake on if (Buggy(controller.pawn) != None) Buggy(controller.pawn).diveInput = true; // fail and propagate error if failure if (errorCode != ACT_SUCCESS) { fail(errorCode); } succeed(); } |
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