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# Engine.StaticMeshActor

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    //=============================================================================
    // StaticMeshActor.
    // An actor that is drawn using a static mesh(a mesh that never changes, and
    // can be cached in video memory, resulting in a speed boost).
    //=============================================================================

    class StaticMeshActor extends Actor
    #if IG_SHARED
    	hidecategories(Events, Force, LightColor, Lighting, Object, Sound)
    #endif
    	native
    	placeable;

    var() bool bExactProjectileCollision;		// nonzero extent projectiles should shrink to zero when hitting this actor

    // IGA >>> identifies whether or not to include this static mesh in the automated aspect of the pathfinding system
    var() bool bIncludeInGroundNavigation;

    defaultproperties
    {
    	DrawType=DT_StaticMesh
    	bEdShouldSnap=True
    	bStatic=True
    	bStaticLighting=True
    	bShadowCast=True
    	bCollideActors=True
    	bBlockActors=True
    	bBlockPlayers=True
    	bBlockKarma=True
    #if IG_TRIBES3	// rowan: setup in havok static world by default
    	bMovable=False
    	bBlockHavok=True
    #endif
    	bWorldGeometry=True
        CollisionHeight=+000001.000000
    	CollisionRadius=+000001.000000
    	bAcceptsProjectors=True
    	bExactProjectileCollision=true

    	bIncludeInGroundNavigation=false
    }

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Class file time: ne 5.9.2004 16:01:30.000 - Creation time: st 23.5.2018 00:10:47.346 - Created with UnCodeX