class AnimatedRachel extends Decoration; // Decoration #exec OBJ LOAD FILE=KF_RachelC_anim.ukx var bool bTriggered; var bool bTriggeredAnimation; simulated function PostBeginPlay() { If ( Level.NetMode != NM_DedicatedServer) { LoopAnim('Idle_Fidget'); } } simulated function Trigger( actor Other, pawn EventInstigator ) { if ( Level.NetMode != NM_DedicatedServer ) { if (!bTriggeredAnimation) { bTriggeredAnimation = TRUE; LoopAnim('Idle_Gesticulate'); } ELSE { bTriggeredAnimation = FALSE; LoopAnim('Idle_Fidget'); } } bClientTrigger = !bClientTrigger; } simulated event ClientTrigger() { if ( Level.NetMode != NM_DedicatedServer ) { if (!bTriggeredAnimation) { bTriggeredAnimation = TRUE; LoopAnim('Idle_Gesticulate'); } ELSE { bTriggeredAnimation = FALSE; LoopAnim('Idle_Fidget'); } } } defaultproperties { bStatic=False bStasis=False Mesh=SkeletalMesh'KF_RachelC_anim.RachelC_mesh'' DrawScale=1 RemoteRole=ROLE_SimulatedProxy bNoDelete=True NetUpdateFrequency=0.5 bSkipActorPropertyReplication=True bAlwaysRelevant=True }