class SoundEnvironment : Actor { default { +NOSECTOR +NOBLOCKMAP +NOGRAVITY +DONTSPLASH +NOTONAUTOMAP } override void PostBeginPlay () { Super.PostBeginPlay (); if (!bDormant) { Activate (self); } } override void Activate (Actor activator) { CurSector.SetEnvironmentID((args[0]<<8) | (args[1])); } // Deactivate just exists so that you can flag the thing as dormant in an editor // and not have it take effect. This is so you can use multiple environments in // a single zone, with only one set not-dormant, so you know which one will take // effect at the start. override void Deactivate (Actor deactivator) { bDormant = true; } }