//============================================================================= // InventorySpot. //============================================================================= class InventorySpot extends SmallNavigationPoint native; cpptext { virtual UBOOL IsIdentifiedAs(FName ActorName); virtual AInventorySpot* GetAInventorySpot() { return this; } } var Pickup markedItem; var xPickupBase myPickupBase; var bool bSuperPickup; // set in xPickupBase PostBeginPlay() /* GetMoveTargetFor() Possibly return pickup rather than self as movetarget */ function Actor GetMoveTargetFor(AIController B, float MaxWait) { if ( (markedItem != None) && markedItem.ReadyToPickup(MaxWait) && (B.Desireability(markedItem) > 0) ) return markedItem; return self; } /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ event float DetourWeight(Pawn Other,float PathWeight) { if ( (markedItem != None) && markedItem.ReadyToPickup(0) ) return markedItem.DetourWeight(Other,PathWeight); } defaultproperties { bCollideWhenPlacing=False bHiddenEd=true }