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# Engine.WarpZoneMarker

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    //=============================================================================
    // WarpZoneMarker.
    //=============================================================================
    class WarpZoneMarker extends SmallNavigationPoint
    	native;

    var WarpZoneInfo markedWarpZone;

    // AI related
    var Actor TriggerActor;		//used to tell AI how to trigger me
    var Actor TriggerActor2;

    function PostBeginPlay()
    {
    	if ( markedWarpZone.numDestinations > 1 )
    		FindTriggerActor();
    	Super.PostBeginPlay();
    }

    function FindTriggerActor()
    {
    	local ZoneTrigger Z;
    	ForEach AllActors(class 'ZoneTrigger', Z)
    		if ( Z.Event == markedWarpZone.ZoneTag)
    		{
    			TriggerActor = Z;
    			return;
    		}
    }

    /* 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
    */

    /* FIXME - how to figure out if other side actor is OK and use intelligently for all dests?
    */
    function Actor SpecialHandling(Pawn Other)
    {
    	if (Other.Region.Zone == markedWarpZone)
    		markedWarpZone.ActorEntered(Other);
    	return self;
    }
    /*	if ( markedWarpZone.numDestinations <= 1 )
    		return self;

    	if ( markedWarpZone.OtherSideActor is OK )
    		return self;

    	if (TriggerActor == None)
    	{
    		FindTriggerActor();
    		if (TriggerActor == None)
    			return None;
    	}

    	return TriggerActor;
    }
    */

    defaultproperties
    {
         bCollideWhenPlacing=False
    	 bHiddenEd=true
    }

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Class file time: ne 5.9.2004 16:01:34.000 - Creation time: st 23.5.2018 00:10:50.552 - Created with UnCodeX