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KF2-Dev-Scripts/KFGame/Classes/KFPawnBlockingVolume.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawnBlockingVolume
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFPawnBlockingVolume extends BlockingVolume
native(Pawn)
placeable;
/** whether to block PCs */
var() bool bBlockPlayers<DisplayName=Block Human Players>;
/** whether to block PC controlled zeds (team == 255) */
var() bool bBlockZedPlayers;
/** whether to block NPCs */
var() bool bBlockMonsters<DisplayName=Block AI>;
cpptext
{
// Since we use Actor::IsPlayerOwned, ShouldTrace will only work properly on
// Role > ROLE_SimulatedProxy which is good enough for us. To use IgnoreBlockingBy
// we would need to set bWorldGeometry=FALSE and use a const_cast (see GoW).
UBOOL ShouldTrace( UPrimitiveComponent* Primitive, AActor* SourceActor, DWORD TraceFlags );
}
defaultproperties
{
bBlockPlayers=true
bBlockMonsters=false
BlockRigidBody=false
}