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class RW_EnhancedProtection extends RPGWeapon HideDropDown CacheExempt config(UT2004RPG); var config float DamageBonus; var config int HealthCap; var config float ProtectionRepeatLifespan; function AdjustTargetDamage(out int Damage, 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(1, Damage * (1.0 + DamageBonus * Modifier)); Momentum *= 1.0 + DamageBonus * Modifier; } super.AdjustTargetDamage(Damage, Victim, HitLocation, Momentum, DamageType); } function AdjustPlayerDamage(out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) { Local ProtectionInv inv; if (!bIdentified) Identify(); Damage -= Damage * (0.1 * Modifier); Super.AdjustPlayerDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType); if(Modifier > 0 && Damage >= Instigator.Health && Instigator.Health > HealthCap) { inv = ProtectionInv(Instigator.FindInventoryType(class'ProtectionInv')); if(Inv == None) { Damage = Instigator.Health - 1; //help protect them for the first shot Damage reduction still applies though. inv = spawn(class'ProtectionInv', Instigator,,, rot(0,0,0)); inv.Lifespan = (ProtectionRepeatLifespan / float(Modifier)); if(inv != None) inv.giveTo(Instigator); } } } defaultproperties { DamageBonus=0.010000 ProtectionRepeatLifespan=6.000000 HealthCap=10 ModifierOverlay=Shader'XGameShaders.PlayerShaders.PlayerShieldSh' MaxModifier=4 MinModifier=-3 AIRatingBonus=0.040000 PostfixPos=" of Protection" PostfixNeg=" of Harm" } |
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