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//============================================================================= // BlockingVolume: a bounding volume // used to block certain classes of actors // primary use is to provide collision for non-zero extent traces around static meshes // Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. //============================================================================= class BlockingVolume extends Volume native placeable; /** GameCameras ignore BlockingVolumes with bBlockCamera=false */ var() bool bBlockCamera; cpptext { UBOOL IgnoreBlockingBy( const AActor *Other ) const; } /** Handling Toggle event from Kismet. */ simulated function OnToggle(SeqAct_Toggle Action) { // Turn ON if (Action.InputLinks[0].bHasImpulse) { CollisionComponent.SetBlockRigidBody( TRUE ); } // Turn OFF else if (Action.InputLinks[1].bHasImpulse) { CollisionComponent.SetBlockRigidBody( FALSE ); } // Toggle else if (Action.InputLinks[2].bHasImpulse) { CollisionComponent.SetBlockRigidBody( !CollisionComponent.BlockRigidBody ); } Super.OnToggle( Action ); } defaultproperties { Begin Object Name=BrushComponent0 CollideActors=true BlockActors=true BlockZeroExtent=false BlockNonZeroExtent=true BlockRigidBody=true bDisableAllRigidBody=false RBChannel=RBCC_BlockingVolume End Object bWorldGeometry=true bCollideActors=True bBlockActors=True bBlockCamera=true } |
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