class SectorAction : Actor native { // this class uses health to define the activation type. enum EActivation { SECSPAC_Enter = 1, SECSPAC_Exit = 2, SECSPAC_HitFloor = 4, SECSPAC_HitCeiling = 8, SECSPAC_Use = 16, SECSPAC_UseWall = 32, SECSPAC_EyesDive = 64, SECSPAC_EyesSurface = 128, SECSPAC_EyesBelowC = 256, SECSPAC_EyesAboveC = 512, SECSPAC_HitFakeFloor= 1024, }; default { +NOBLOCKMAP +NOSECTOR +NOGRAVITY +DONTSPLASH } } // Triggered when entering sector ------------------------------------------- class SecActEnter : SectorAction { Default { Health SECSPAC_Enter; } } // Triggered when leaving sector -------------------------------------------- class SecActExit : SectorAction { Default { Health SECSPAC_Exit; } } // Triggered when hitting sector's floor ------------------------------------ class SecActHitFloor : SectorAction { Default { Health SECSPAC_HitFloor; } } // Triggered when hitting sector's ceiling ---------------------------------- class SecActHitCeil : SectorAction { Default { Health SECSPAC_HitCeiling; } } // Triggered when using inside sector --------------------------------------- class SecActUse : SectorAction { Default { Health SECSPAC_Use; } } // Triggered when using a sector's wall ------------------------------------- class SecActUseWall : SectorAction { Default { Health SECSPAC_UseWall; } } // Triggered when eyes go below fake floor ---------------------------------- class SecActEyesDive : SectorAction { Default { Health SECSPAC_EyesDive; } } // Triggered when eyes go above fake floor ---------------------------------- class SecActEyesSurface : SectorAction { Default { Health SECSPAC_EyesSurface; } } // Triggered when eyes go below fake ceiling ---------------------------------- class SecActEyesBelowC : SectorAction { Default { Health SECSPAC_EyesBelowC; } } // Triggered when eyes go above fake ceiling ---------------------------------- class SecActEyesAboveC : SectorAction { Default { Health SECSPAC_EyesAboveC; } } // Triggered when hitting fake floor ---------------------------------- class SecActHitFakeFloor : SectorAction { Default { Health SECSPAC_HitFakeFloor; } } // Music changer ---------------------------------- class MusicChanger : SectorAction native { }