/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class NxForceFieldSpawnable extends Actor native(ForceField) dependson(PrimitiveComponent); var() NxForceFieldComponent ForceFieldComponent; cpptext { } /** Handling Toggle event from Kismet. */ simulated function OnToggle(SeqAct_Toggle inAction) { if(inAction.InputLinks[0].bHasImpulse) { ForceFieldComponent.bForceActive = true; } else if(inAction.InputLinks[1].bHasImpulse) { ForceFieldComponent.bForceActive = false; } else if(inAction.InputLinks[2].bHasImpulse) { ForceFieldComponent.bForceActive = !ForceFieldComponent.bForceActive; } } defaultproperties { TickGroup=TG_PreAsyncWork RemoteRole=ROLE_SimulatedProxy bStatic = false bNoDelete=false bAlwaysRelevant=true NetUpdateFrequency=0.1 bOnlyDirtyReplication=true }