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class AbilityAwareness extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if ( Data.WeaponSpeed < 5 || Data.HealthBonus < 5 || Data.AdrenalineMax < 105 || Data.Attack < 5 || Data.Defense < 5 || Data.AmmoMax < 5) return 0; else return Super.Cost(Data, CurrentLevel); } static simulated function ModifyPawn(Pawn Other, int AbilityLevel) { local PlayerController PC; local int x; local AwarenessInteraction I; if (Other.Level.NetMode == NM_DedicatedServer) return; PC = PlayerController(Other.Controller); if (PC == None) return; for (x = 0; x < PC.Player.LocalInteractions.length; x++) if (AwarenessInteraction(PC.Player.LocalInteractions[x]) != None) { I = AwarenessInteraction(PC.Player.LocalInteractions[x]); break; } if (I == None) I = AwarenessInteraction(PC.Player.InteractionMaster.AddInteraction("UT2004RPG.AwarenessInteraction", PC.Player)); I.AbilityLevel = AbilityLevel; } defaultproperties { AbilityName="Awareness" Description="Informs you of your enemies' health with a display over their heads. At level 1 you get a colored indicator (green, yellow, or red). At level 2 you get a colored health bar and a shield bar. You need to have at least 5 points in every stat to purchase this ability. (Max Level: 2)" StartingCost=20 CostAddPerLevel=5 MaxLevel=2 BotChance=0 //this ability is useless to bots } |
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