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class RW_SuperHealer extends RW_Healer Config(UT2004RPG) HideDropDown CacheExempt; var ArtifactMakeSuperHealer AMSH; //set on construction. Used to obtain health and exp bonus numbers. static function bool AllowedFor(class<Weapon> Weapon, Pawn Other) { if ( ( Weapon.default.FireModeClass[0] != None && Weapon.default.FireModeClass[0].default.AmmoClass != None && Weapon.default.AmmoClass[0] != None && Weapon.default.AmmoClass[0].default.MaxAmmo > 0 && class'MutUT2004RPG'.static.IsSuperWeaponAmmo(Weapon.default.FireModeClass[0].default.AmmoClass) ) || ( Weapon.default.FireModeClass[1] != None && Weapon.default.FireModeClass[1].default.AmmoClass != None && Weapon.default.AmmoClass[1] != None && Weapon.default.AmmoClass[1].default.MaxAmmo > 0 && class'MutUT2004RPG'.static.IsSuperWeaponAmmo(Weapon.default.FireModeClass[1].default.AmmoClass) ) ) return false; if(instr(caps(Weapon), "TRANSLAUNCHER") > -1) return false; return true; } simulated function bool CanThrow() { return false; } function DropFrom(vector StartLocation) { Destroy(); } simulated function bool StartFire(int Mode) { if (!bIdentified && Role == ROLE_Authority) Identify(); return Super.StartFire(Mode); } function bool ConsumeAmmo(int Mode, float Load, bool bAmountNeededIsMax) { if (!bIdentified) Identify(); return true; } simulated function WeaponTick(float dt) { MaxOutAmmo(); Super.WeaponTick(dt); } function int getMaxHealthBonus() { if(AMSH == None) AMSH = ArtifactMakeSuperHealer(Instigator.FindInventoryType(class'ArtifactMakeSuperHealer')); if(AMSH != None) return AMSH.MaxHealth; else return Super.getMaxHealthBonus(); } function float getExpMultiplier() { if(AMSH == None) AMSH = ArtifactMakeSuperHealer(Instigator.FindInventoryType(class'ArtifactMakeSuperHealer')); if(AMSH != None) return AMSH.EXPMultiplier; else return Super.getEXPMultiplier(); } simulated function ConstructItemName() { ItemName = PrefixPos$ModifiedWeapon.ItemName$PostfixPos; } defaultproperties { bCanThrow=false MaxHealth=50 HealthBonus=0.050000 DamageBonus=0.010000 EXPMultiplier=0.010000 ModifierOverlay=Shader'UTRPGTextures2.Overlays.PulseBlueShader1' MinModifier=6 MaxModifier=6 AIRatingBonus=0.100000 PrefixPos="Medic " PostfixPos=" of Infinity" } |
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