deus-ex-randomizer
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Cloned pawns could require a clean trace between the original guy and the clone location
Similar to swapped items, maybe we should do a trace from the original pawn to the intended clone location. If there is a wall or mover between them, the location could be rejected.
This might prevent problematic clones in places like M05 (Caged greasels and karkians) that get clones spawned outside of the cages. Would also help in places like Vandenberg CMD, where guys in the comm building can get clones outside of the building (or MJ12 getting clones inside) and starting fights.
Not sure if this is necessarily the correct solution (maybe sometimes), but might help?
or maybe something with
native(1004) final iterator function ReachablePathnodes(
class<NavigationPoint> BaseClass,
out NavigationPoint NavPoint,
Actor FromPoint,
out float distance,
optional bool bUsePrunedPaths
);