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class SpeciesGameRules extends GameRules; function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) { if ( NextGameRules != None ) return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); if ( xPawn(injured) != None ) Damage = xPawn(injured).Species.static.ModifyReceivedDamage(Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); if ( (InstigatedBy != Injured) && (xPawn(InstigatedBy) != None) ) Damage = xPawn(InstigatedBy).Species.static.ModifyImpartedDamage(Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); return Damage; } defaultproperties { } |
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