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- class ACTION_ForceMoveToPoint extends ScriptedAction;
-
- var(Action) name DestinationTag; // tag of destination - if none, then use the ScriptedSequence
- var Actor Dest;
- var byte originalPhys;
-
- function bool InitActionFor(ScriptedController C)
- {
- Dest = C.SequenceScript.GetMoveTarget();
-
- if ( DestinationTag != '' )
- {
- ForEach C.AllActors(class'Actor',Dest,DestinationTag)
- break;
- }
-
- originalPhys = C.Pawn.Physics;
-
- C.Pawn.SetCollision(False, False, False);
- C.Pawn.bCollideWorld = false;
-
- //Log("SetLocation:"$Dest.Location);
- C.Pawn.SetLocation(Dest.Location);
- //Log("NewLocation:"$C.Pawn.Location);
-
- //Log("SetRotation:"$Dest.Rotation);
- C.Pawn.SetRotation(Dest.Rotation);
-
- C.Pawn.SetPhysics(PHYS_None);
-
- return false;
- }