class ActortListController extends Object;


simulated function array<string> getUselessStaticMeshes(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessStaticMeshes;
}


simulated function array<string> getUselessEmitters(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessEmitters;
}


simulated function array<string> getUselessLights(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessLights;
}


simulated function array<string> getUselessDecorations(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessDecorations;
}


simulated function array<string> getUselessMovers(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessMovers;
}


simulated function array<string> getUselessProjectors(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessProjectors;
}


simulated function array<string> getUselessRotatingMeshActors(string listName)
{
  local ActortList currentActortList;

  currentActortList = new(None, listName) class'ActortList';
  return currentActortList.uselessRotatingMeshActors;
}


simulated function array<string> GetAllActortLists()
{
  local array<string> Names;
  // local int i;

  Names = GetPerObjectNames("HideMut", string(class'ActortList'.name));
  return Names;
}


defaultproperties{}