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DruidsRPGcvs.RW_Rage


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class RW_Rage extends OneDropRPGWeapon
    HideDropDown
    CacheExempt
    config(UT2004RPG);

var config float DamageBonus;
var config float DamageReturn;
var config int MinimumHealth;

static function bool AllowedFor(class<Weapon> Weapon, Pawn Other)
{
    if ( Weapon.default.FireModeClass[0] != None && Weapon.default.FireModeClass[0].default.AmmoClass != None
              && class'MutUT2004RPG'.static.IsSuperWeaponAmmo(Weapon.default.FireModeClass[0].default.AmmoClass) )
        return false;

    if (ClassIsChildOf(Weapon, class'LinkGun') || ClassIsChildOf(Weapon, class'Minigun'))
        return false;

    return true;
}

function NewAdjustTargetDamage(out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
{
    local int localDamage;
    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;

        localDamage = Max(1, DamageReturn * Damage);
        if(localDamage >= Instigator.Health - MinimumHealth)
            localDamage = Instigator.Health - MinimumHealth;
        if(localDamage > 0)
            if(Instigator.Controller == None || Instigator.Controller.bGodMode == False)
                Instigator.Health -= localDamage; //ouch. Done this way to prevent damage reduction. It's dirty, but it works
    }
}

defaultproperties
{
    DamageBonus=0.100000
    DamageReturn=0.100000
    MinimumHealth=70
    PostfixPos=" of Rage"
    MinModifier=6
    MaxModifier=10
    ModifierOverlay=Combiner'EpicParticles.Shaders.Combiner3';
}

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Class file time: Mon 4/9/2006 17:43:08.000 - Creation time: Wed 7/2/2007 19:16:50.718 - Created with UnCodeX