class TriggeredCondition extends Triggers; var() bool bToggled; var() bool bEnabled; var() bool bTriggerControlled; // false if untriggered var bool bInitialValue; function PostBeginPlay() { Super.PostBeginPlay(); bInitialValue = bEnabled; } function Reset() { bEnabled = bInitialValue; } function Trigger( actor Other, pawn EventInstigator ) { if ( bToggled ) bEnabled = !bEnabled; else bEnabled = !bInitialValue; } function Untrigger( actor Other, pawn EventInstigator ) { if ( bTriggerControlled ) bEnabled = bInitialValue; } defaultproperties { bCollideActors=false }