class Cat_SeqCond_IsPhys extends SequenceCondition; var Actor Target; var() Actor.EPhysics WhichPhysics; event Activated() { local bool IsPhys; local Pawn P; local Hat_PlayerController PC; PC = Hat_PlayerController(Target); // cast P = (PC != None ? PC.Pawn : None); // If PC exists, then get the pawn, otherwise, pawn is None if (!P.IsA('Hat_Player')) return; if (P.Physics == WhichPhysics) { IsPhys = true; } OutputLinks[IsPhys ? 0 : 1].bHasImpulse = true; } defaultproperties { ObjName="Is Phys" ObjCategory="Pawn" OutputLinks(0)=(LinkDesc="True") OutputLinks(1)=(LinkDesc="False") VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Target,MinVars=1,MaxVars=1) WhichPhysics = PHYS_None }