class ContControl extends Actor;

replication
{
    reliable if (Role == ROLE_Authority)
	Hmm, Lagga;
}

Function Lagga()
{
	local ContTroop CT;
	
	ForEach AllActors (class'ContTroop', CT)
	{
		CT.Destroy();
	}


	SetTimer(0.25,False);
}

Function Timer()
{
	Hmm();
}

Function Hmm()
{
	local TroopSpawn HTS;

	foreach Allactors(class'TroopSpawn', HTS)
	{
		HTS.NailIt();
	}
}

defaultproperties
{
     bHidden=True
     Physics=PHYS_None
     DrawType=DT_Sprite
     Texture=Texture'Engine.S_Inventory'
     DrawScale=1.000000
     CollisionRadius=0.000001
     CollisionHeight=0.000001
     Mass=0.000000
     Buoyancy=0.000000
     bBlockActors=False
     bBlockPlayers=False
     bCollideActors=False
     bCollideWorld=False
     bProjTarget=False
}
