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class ACTION_Use extends ScriptedAction; function bool InitActionFor(ScriptedController C) { local Actor A; local Vehicle DrivenVehicle; C.bChangingPawns = true; DrivenVehicle = Vehicle(C.Pawn); if( DrivenVehicle != None ) { DrivenVehicle.KDriverLeave(false); C.bChangingPawns = false; return false; } ForEach C.Pawn.VisibleCollidingActors(class'Vehicle', DrivenVehicle, 500) { DrivenVehicle.UsedBy(C.Pawn); C.bChangingPawns = false; return false; } // Send the 'DoUse' event to each actor player is touching. ForEach C.Pawn.TouchingActors(class'Actor', A) A.UsedBy(C.Pawn); if ( C.Pawn.Base != None ) C.Pawn.Base.UsedBy( C.Pawn ); C.bChangingPawns = false; return false; } defaultproperties { } |
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