## Engine
Class WarpZoneMarker

source: C:\XIII\Engine\Classes\WarpZoneMarker.uc

    Core.Object
       |
       +--Engine.Actor
          |
          +--Engine.NavigationPoint
             |
             +--Engine.WarpZoneMarker

Direct Known Subclasses:None

class WarpZoneMarker
extends Engine.NavigationPoint

    //=============================================================================
    // WarpZoneMarker.
    //=============================================================================

Variables
`Actor` | `TriggerActor` used to tell AI how to trigger me
`Actor` | `TriggerActor2` used to tell AI how to trigger me
`WarpZoneInfo` | `markedWarpZone`

Function Summary
`void` | `FindTriggerActor()`
`void` | `PostBeginPlay()`
`Actor` | `SpecialHandling(Pawn Other)`
    /* FIXME - how to figure out if other side actor is OK and use intelligently for all dests?
    */

Source Code

    00001	//=============================================================================
    00002	// WarpZoneMarker.
    00003	//=============================================================================
    00004	class WarpZoneMarker extends NavigationPoint
    00005		native;
    00006
    00007	var WarpZoneInfo markedWarpZone;
    00008
    00009	// AI related
    00010	var Actor TriggerActor;		//used to tell AI how to trigger me
    00011	var Actor TriggerActor2;
    00012
    00013	function PostBeginPlay()
    00014	{
    00015	/*
    00016		if ( markedWarpZone.numDestinations > 1 )
    00017			FindTriggerActor();
    00018		Super.PostBeginPlay();
    00019	*/
    00020	}
    00021
    00022	function FindTriggerActor()
    00023	{
    00024	/*
    00025		local ZoneTrigger Z;
    00026		ForEach AllActors(class 'ZoneTrigger', Z)
    00027			if ( Z.Event == markedWarpZone.ZoneTag)
    00028			{
    00029				TriggerActor = Z;
    00030				return;
    00031			}
    00032	*/
    00033	}
    00034
    00035	/* SpecialHandling is called by the navigation code when the next path has been found.
    00036	It gives that path an opportunity to modify the result based on any special considerations
    00037	*/
    00038
    00039	/* FIXME - how to figure out if other side actor is OK and use intelligently for all dests?
    00040	*/
    00041	function Actor SpecialHandling(Pawn Other)
    00042	{
    00043	/*
    00044		if (Other.Region.Zone == markedWarpZone)
    00045			markedWarpZone.ActorEntered(Other);
    00046	*/
    00047		return self;
    00048	}
    00049	/*	if ( markedWarpZone.numDestinations <= 1 )
    00050			return self;
    00051
    00052		if ( markedWarpZone.OtherSideActor is OK )
    00053			return self;
    00054
    00055		if (TriggerActor == None)
    00056		{
    00057			FindTriggerActor();
    00058			if (TriggerActor == None)
    00059				return None;
    00060		}
    00061
    00062		return TriggerActor;
    00063	}
    00064	*/
    00065
    00066	defaultproperties
    00067	{
    00068	     bCollideWhenPlacing=False
    00069	     CollisionRadius=40.000000
    00070	     CollisionHeight=80.000000
    00071	     bHiddenEd=True
    00072	}

End Source Code