/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** special actor that only blocks weapons fire */ class UDKWeaponShield extends Actor native abstract; /** If true, doesn't block projectiles flagged as bNotBlockedByShield */ var bool bIgnoreFlaggedProjectiles; cpptext { virtual UBOOL IgnoreBlockingBy(const AActor* Other) const; virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor* SourceActor, DWORD TraceFlags); } defaultproperties { bProjTarget=true bCollideActors=true }