class ACTION_FreezeOnAnimEnd extends Action_PLAYANIM; function bool InitActionFor(ScriptedController C) { C.CurrentAnimation = self; return true; } function SetCurrentAnimationFor(ScriptedController C) { C.CurrentAnimation = self; } function bool PawnPlayBaseAnim(ScriptedController C, bool bFirstPlay) { if ( C.Pawn != None ) { C.Pawn.bPhysicsAnimUpdate = false; C.Pawn.StopAnimating(); C.Pawn.SetPhysics(PHYS_None); } return true; }