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//============================================================================= // AlarmPointHate. //============================================================================= class AlarmPointHate expands NavigationPoint; function Touch( actor Other ) { if( Other.IsA( 'Pawn' ) && Pawn( Other ).AttitudeToPlayer == ATTITUDE_Ignore ) { Pawn( Other ).AttitudeToPlayer = ATTITUDE_Hate; } } defaultproperties { bCollideActors=True bCollideWorld=True } |
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