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//============================================================================= // $Workfile: ArtifactInvWeaponDamage.uc $ // Created By: Mark Poesch // Created On: 6/22/2001 // $Author: Sbrown $ // $Date: 7/11/02 18:07 $ // $Revision: 5 $ //============================================================================= class ArtifactInvWeaponDamage extends Artifact; //ARL Import HUD icon //ARL Import special effect /* var() float DamageIncreasePct; //TBI Do we want to play a special sound or show an effect whenever damage is increased // through this artifact? //----------------------------------------------------------------------------- function BeginEffect( Pawn Other ) { Super.BeginEffect( Other ); U2Pawn(Other).AddWeaponDamageItem( Self ); } //----------------------------------------------------------------------------- function EndEffect( Pawn Other ) { Super.EndEffect( Other ); U2Pawn(Other).RemoveWeaponDamageItem( Self ); } //----------------------------------------------------------------------------- function AdjustDamage( out float Damage ) { Super.AdjustDamage( Damage ); //ARL Show visual effect here Damage += Damage * DamageIncreasePct; } //----------------------------------------------------------------------------- */ defaultproperties { ArtifactIconName="ArtifactShowDamage" ActivateSound=Sound'U2XMPA.ArtifactWeaponDamage.WeaponDamageActivate' DeActivateSound=Sound'U2XMPA.ArtifactWeaponDamage.WeaponDamageDeActivate' EffectSound=Sound'U2XMPA.ArtifactWeaponDamage.WeaponDamageEffect' PickupClass=Class'U2XMP.ArtifactWeaponDamage' ItemName="Weapon Damage Artifact" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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