35 lines
1.1 KiB
Ucode
35 lines
1.1 KiB
Ucode
//=============================================================================
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// KFPawnBlockingVolume
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFPawnBlockingVolume extends BlockingVolume
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native(Pawn)
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placeable;
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/** whether to block PCs */
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var() bool bBlockPlayers<DisplayName=Block Human Players>;
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/** whether to block PC controlled zeds (team == 255) */
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var() bool bBlockZedPlayers;
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/** whether to block NPCs */
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var() bool bBlockMonsters<DisplayName=Block AI>;
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cpptext
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{
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// Since we use Actor::IsPlayerOwned, ShouldTrace will only work properly on
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// Role > ROLE_SimulatedProxy which is good enough for us. To use IgnoreBlockingBy
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// we would need to set bWorldGeometry=FALSE and use a const_cast (see GoW).
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UBOOL ShouldTrace( UPrimitiveComponent* Primitive, AActor* SourceActor, DWORD TraceFlags );
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}
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defaultproperties
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{
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bBlockPlayers=true
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bBlockMonsters=false
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BlockRigidBody=false
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}
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