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class RW_EnhancedPiercing extends RW_Piercing HideDropDown CacheExempt config(UT2004RPG); var config float DamageBonus; function NewAdjustTargetDamage(out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { if (!bIdentified) Identify(); if (!class'OneDropRPGWeapon'.static.CheckCorrectDamage(ModifiedWeapon, DamageType)) return; if(damage > 0) { Damage = Max(Damage, OriginalDamage); //smokes any reduction. This wont affect reduction because of skills though. //if I Ever think of coding up a "skill" that does damage reduction, I'll have to do math // here to increase the damage up enough that the reduction results in nothing. Damage = Max(1, Damage * (1.0 + DamageBonus * Modifier)); Momentum *= 1.0 + DamageBonus * Modifier; } super.AdjustTargetDamage(Damage, Victim, HitLocation, Momentum, DamageType); } defaultproperties { DamageBonus=0.050000 MaxModifier=6 MinModifier=-2 PrefixNeg="Piercing " } |
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