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Engine.JumpDest


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//=============================================================================
// JumpDest.
// specifies positions that can be reached with greater than normal jump
// forced paths will check for greater than normal jump capability
// NOTE these have NO relation to JumpPads
//=============================================================================
class JumpDest extends NavigationPoint
    native;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

var bool bOptionalJumpDest;
var() bool bForceDoubleJump;    // hack for map fixing
var int NumUpstreamPaths;
var ReachSpec UpstreamPaths[8];
var vector NeededJump[8];
var float CalculatedGravityZ[8];

function int GetPathIndex(ReachSpec Path)
{
    local int i;

    if ( Path == None )
        return 0;

    for ( i=0; i<4; i++ )
        if ( UpstreamPaths[i] == Path )
            return i;
    return 0;
}

event int SpecialCost(Pawn Other, ReachSpec Path)
{
    local int Num;

    if ( Other.Physics == PHYS_Flying )
        return 100;
    if ( Vehicle(Other) != None )
        return 10000000;    
        
    Num = GetPathIndex(Path);
    if ( Abs(Other.JumpZ/Other.PhysicsVolume.Gravity.Z) >= Abs(NeededJump[Num].Z/CalculatedGravityZ[Num]) )
        return 100;

    return 10000000;
}

function DoJump(Pawn Other)
{
    Other.bWantsToCrouch = false;
    Other.Controller.MoveTarget = self;
    Other.Controller.Destination = Location;
    Other.bNoJumpAdjust = true;
    if ( bForceDoubleJump )
        Other.Velocity = Other.Controller.EAdjustJump(0,Other.Default.GroundSpeed);
    else
        Other.Velocity = Other.Controller.EAdjustJump(0,Other.GroundSpeed);
    Other.Acceleration = vect(0,0,0);
    Other.SetPhysics(PHYS_Falling);
    Other.Controller.SetFall();
    Other.DestinationOffset = CollisionRadius;
}

event bool SuggestMovePreparation(Pawn Other)
{
    local int Num;
    if ( Other.Controller == None )
        return false;

    Num = GetPathIndex(Other.Controller.CurrentPath);
    if ( Abs(Other.JumpZ/Other.PhysicsVolume.Gravity.Z) < Abs(NeededJump[Num].Z/CalculatedGravityZ[Num]) )
        return false;

    DoJump(Other);
    return false;
}

defaultproperties
{
     bSpecialForced=True
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:42.703 - Created with UnCodeX