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DruidsRPGcvs.RW_SuperHealer


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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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Class file time: Thu 20/7/2006 16:37:22.000 - Creation time: Wed 7/2/2007 19:16:50.750 - Created with UnCodeX