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UT2004RPG.FakeMonsterWeapon


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//This is a total hack to fix Epic's not calling GameRules.NetDamage for monsters
class FakeMonsterWeapon extends Weapon
    CacheExempt
    HideDropDown;

function DropFrom(vector StartLocation)
{
    Destroy();
}

function bool BotFire(bool bFinished, optional name FiringMode)
{
    return false;
}

event ServerStartFire(byte Mode)
{
}

function bool CanAttack(Actor Other)
{
    return false;
}

simulated function bool ReadyToFire(int Mode)
{
    return false;
}

function HolderDied()
{
}

function GiveTo(Pawn Other, optional Pickup Pickup)
{
    Super(Inventory).GiveTo(Other, Pickup);

    Instigator.Weapon = self;
}

//Isn't this just sad?
function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
{
    Damage = Level.Game.GameRulesModifiers.NetDamage(Damage, Damage, Instigator, InstigatedBy, HitLocation, Momentum, DamageType);
}

defaultproperties
{
     bGameRelevant=True
}

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Class file time: Sat 15/7/2006 17:15:14.000 - Creation time: Wed 7/2/2007 19:16:39.015 - Created with UnCodeX