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//============================================================================= // PainPath. //============================================================================= class PainPath extends LiftCenter; var() name DamageType; function PostBeginPlay() { local inventory Inv; Super.PostBeginPlay(); if ( Region.Zone.bPainZone ) DamageType = Region.Zone.DamageType; } event int SpecialCost(Pawn Seeker) { //log(self@"special cost for"@Seeker@"with reduced damage"@Seeker.ReducedDamageType); if ( Seeker.ReducedDamageType == DamageType ) return 0; return 1000000; } /* SpecialHandling is called by the navigation code when the next path has been found. It gives that path an opportunity to modify the result based on any special considerations */ function Actor SpecialHandling(Pawn Other) { if ( Other.ReducedDamageType == DamageType ) return self; return None; } defaultproperties { bSpecialCost=True } |
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