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//============================================================================= // DyingTrigger. //============================================================================= class DyingTrigger expands KillTrigger; function Triggered( actor Other, pawn EventInstigator ) { local Pawn P; foreach allactors( class'Pawn', P, KillTag ) P.TakeDamage( P.Health*1.5, EventInstigator, P.Location, vect( 0, 0, 0 ), 'TriggeredDeath' ); } defaultproperties { } |
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