
// Huge thanks to []KAOS[]Casey for this check! This actor is spawned by the mutator class
// to check for the clearance of the actor you want to bring into the game
class kCollisionCheck expands Actor;

var string s;
var float radius,cheight;
var bool bencroach;
var class<Actor> AC;

function prebeginplay()
{
	SetCollisionSize(radius,cheight);
	settimer(9,false);
}

static function omglol(float rad,float height, class<actor> B) //Dynamic collision.. dont change.
{
	default.radius=rad+1;
	default.cheight=height+1;
	default.AC=B;
}

event bool EncroachingOn(actor other)
{
	bencroach=true;
}

function timer()
{
	destroy();
}

function postbeginplay()
{
	local actor a;
	local string S;
;
	S=caps(right(AC,instr(ac,".")));
	foreach radiusactors(class'actor',a,collisionradius+1.5)
	{
		if (a.isa('teleporter') && teleporter(a).benabled && teleporter(a).url != "")
			bencroach=true;

		if (a.isa('Mover'))
			bencroach=true;

		if (instr(s,"QUEEN") != -1 && A != none && A.isa('pawn'))
			bencroach=true;
	}
}

defaultproperties
{
    S="man, wtf."
    bHidden=True
    bCollideWhenPlacing=True
    bNetTemporary=True
    bNetOptional=True
    RemoteRole=ROLE_None
    bGameRelevant=True
    bCollideActors=True
    bCollideWorld=True
    NetPriority=0.00
    NetUpdateFrequency=999999995904.00
}

