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//============================================================================= // RoundRobin: Each time it's triggered, it advances through a list of // outgoing events. //============================================================================= class RoundRobin expands Triggers; var() name OutEvents[16]; // Events to generate. var() bool bLoop; // Whether to loop when get to end. var int i; // Internal counter. // // When RoundRobin is triggered... // function Trigger( actor Other, pawn EventInstigator ) { local actor A; if( OutEvents[i] != '' ) { foreach AllActors( class 'Actor', A, OutEvents[i] ) { A.Trigger( Self, EventInstigator ); } if( ++i>=ArrayCount(OutEvents) || OutEvents[i]=='' ) { if( bLoop ) i=0; else SetCollision(false,false,false); } } } |
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