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//============================================================================= // ZoneTrigger. //============================================================================= class ZoneTrigger extends Trigger; // // Called when something touches the trigger. // function Touch( actor Other ) { local ZoneInfo Z; if( IsRelevant( Other ) ) { // Broadcast the Trigger message to all matching actors. if( Event != '' ) foreach AllActors( class 'ZoneInfo', Z ) if ( Z.ZoneTag == Event ) Z.Trigger( Other, Other.Instigator ); if( Message != "" ) // Send a string message to the toucher. Other.Instigator.ClientMessage( Message ); if( bTriggerOnceOnly ) // Ignore future touches. SetCollision(False); } } // // When something untouches the trigger. // function UnTouch( actor Other ) { local ZoneInfo Z; if( IsRelevant( Other ) ) { // UnTrigger all matching actors. if( Event != '' ) foreach AllActors( class 'ZoneInfo', Z ) if ( Z.ZoneTag == Event ) Z.UnTrigger( Other, Other.Instigator ); } } defaultproperties { } |
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