class stub_Door extends KFDoorMover; // Forces zeds to actually ignore doors instead of just standing at them if bZombiesIgnore is true function Tick(float Delta) { if (DoorPathNode != none && PathUdpTimer < Level.TimeSeconds) { PathUdpTimer = Level.TimeSeconds + 0.5; DoorPathNode.ExtraCost = InitExtraCost; if (bSealed && MyTrigger != none) { // Zeds will always ignore the path node associated with this door. if (bZombiesIgnore) DoorPathNode.ExtraCost = 9999999; else DoorPathNode.ExtraCost += 500 + MyTrigger.WeldStrength * 6; } } } defaultproperties{}