class MechanicalManDance extends Decoration; // Decoration #exec OBJ LOAD FILE=KF_RobotDance.ukx #exec OBJ LOAD FILE=AbusementParkSND.uax var bool bTriggered; simulated function Trigger( actor Other, pawn EventInstigator ) { if ( Level.NetMode != NM_DedicatedServer ) { PlayAnim('RobotDance'); PlaySound(Sound'AbusementParkSND.MechanicalDancer.breakbeat_freak', SLOT_Misc, 2.0,,500.0); } bClientTrigger = !bClientTrigger; } simulated event ClientTrigger() { if ( Level.NetMode != NM_DedicatedServer ) { PlayAnim('RobotDance'); PlaySound(Sound'AbusementParkSND.MechanicalDancer.breakbeat_freak', SLOT_Misc, 2.0,,500.0); } } defaultproperties { bStatic=False bStasis=False Mesh=SkeletalMesh'KF_RobotDance.Circus_Husk_Deco' DrawScale=1.4 RemoteRole=ROLE_SimulatedProxy bNoDelete=True NetUpdateFrequency=0.5 bSkipActorPropertyReplication=True bAlwaysRelevant=True }