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//============================================================================= // SequenceTrigger //============================================================================= class SequenceTrigger expands Trigger; // Triggers a MultiMover to go to a certain set of keyframes // Also can trigger an ElevatorMover to go to a certain keyframe // Defaults to being triggered (zero radius) // Set a radius and bCollideActors to make it touchable var() int SeqNum; function CheckMovers() { local Mover M; if (Event != '') foreach AllActors(class'Mover', M, Event) { if (MultiMover(M) != None) MultiMover(M).SetSeq(SeqNum); else if (ElevatorMover(M) != None) ElevatorMover(M).SetSeq(SeqNum); } } function Trigger(Actor Other, Pawn Instigator) { CheckMovers(); Super.Trigger(Other, Instigator); } function Touch(Actor Other) { CheckMovers(); Super.Touch(Other); } defaultproperties { CollisionRadius=0.000000 bCollideActors=False } |
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