//============================================================================= // KFPawnBlockingVolume //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFPawnBlockingVolume extends BlockingVolume native(Pawn) placeable; /** whether to block PCs */ var() bool bBlockPlayers; /** whether to block PC controlled zeds (team == 255) */ var() bool bBlockZedPlayers; /** whether to block NPCs */ var() bool bBlockMonsters; 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 }