//============================================================================= // KFVolume_DisableZedJump //============================================================================= // Volume for toggling off Zed jump capabilities. Used to fix areas where we // want to force zeds to not be able to jump over obstacles in the event // they are straight lining. //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC // Dan Weiss //============================================================================= class KFVolume_DisableZedJump extends Volume placeable; simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) { super.Touch(Other, OtherComp, HitLocation, HitNormal); if (KFPawn_Monster(Other) != None && !KFPawn_Monster(Other).bVersusZed) { KFPawn_Monster(Other).bCanJump = false; } } simulated event Untouch(Actor Other) { super.untouch(Other); if (KFPawn_Monster(Other) != None && !KFPawn_Monster(Other).bVersusZed) { KFPawn_Monster(Other).bCanJump = true; } }