Code: |
foreach VisibleCollidingActors(class'ScriptedPawn', P, 2000, C_Owner.Location, true) { |
Code: |
for (P=Level.PawnList; P!=None; P=P.NextPawn) {
if ( P.isA('ScriptedPawn') && VSize(P.Location - C_Owner.Location) < 2000 && C_Owner.LineOfSightTo(P) ) { |