class BloatKillVolume extends PhysicsVolume; var() const name NotABloatEvent; var bool bShouldTriggerEvents; simulated event PawnEnteredVolume(Pawn Other) { if ( Role == ROLE_Authority && Other.Health > 0) { if(bShouldTriggerEvents) { if(Other.IsA('ZombieBloat')) { TriggerEvent(Event,self, Other); } else { TriggerEvent(NotABloatEvent,self,Other); } } Other.Died(Other.Controller,DamageType,Other.Location); } } event Trigger( Actor Other, Pawn EventInstigator ) { bShouldTriggerEvents = !bShouldTriggerEvents; } defaultproperties { bShouldTriggerEvents = true bStatic = false }