//=============================================================================
// TriggerSE: checks DamageType for ClassProximityType
//=============================================================================
class TriggerSE extends Trigger;

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
						Vector momentum, class<DamageType> damageType, optional int HitIndex)
{
    if ( ClassProximityType != none && !ClassIsChildOf(damageType, ClassProximityType) )
        return;
        
    super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType, HitIndex); 
}

defaultproperties
{
}
