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- function bool IsRelevant( actor Other ){
- local Actor Inst;
- local bool Relevance;
-
- Inst = FindInstigator( Other );
-
- if( !bInitiallyActive ){
- Relevance = false;
- }
-
- // class data member defined by Properties
- switch( TriggerType )
- {
- case TT_HumanPlayerProximity:
- Relevance = ( Pawn(Other) != None)
- && Pawn(Other).IsHumanControlled();
- break;
- case TT_PlayerProximity:
- Relevance = (Pawn(Other) != None)
- && (Pawn(Other).IsPlayerPawn()
- || Pawn(Other).WasPlayerPawn());
- break;
- case TT_LivePlayerProximity:
- Relevance = (Pawn(Other) != None)
- && Pawn(Other).IsPlayerPawn();
- break;
- // Lines left out
- case TT_AnyProximity:
- Relevance = true;
- break;
- case TT_Shoot:
- Relevance = ( (Projectile(Other) != None)
- && (Projectile(Other).Damage >= DamageThreshold) );
- break;
- }
- return Relevance;
- }
-