//============================================================================= // TriggerSE: checks DamageType for ClassProximityType //============================================================================= class TriggerSE extends Trigger; function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class damageType, optional int HitIndex) { if ( ClassProximityType != none && !ClassIsChildOf(damageType, ClassProximityType) ) return; super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType, HitIndex); } defaultproperties { }