/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ChangeCollision extends SequenceAction native(Sequence); cpptext { void UpdateObject() { Super::UpdateObject(); if (bBlockActors) { CollisionType = COLLIDE_BlockAll; } else if (bCollideActors) { CollisionType = COLLIDE_TouchAll; } else { CollisionType = COLLIDE_NoCollision; } } }; var() editconst const bool bCollideActors; var() editconst const bool bBlockActors; var() editconst const bool bIgnoreEncroachers; var() Actor.ECollisionType CollisionType; /** * Return the version number for this class. Child classes should increment this method by calling Super then adding * a individual class version to the result. When a class is first created, the number should be 0; each time one of the * link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of * Super.GetObjClassVersion() should be incremented by 1. * * @return the version number for this specific class. */ static event int GetObjClassVersion() { return Super.GetObjClassVersion() + 4; } defaultproperties { ObjName="Change Collision" ObjCategory="Actor" }