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XGame.VampireGameRules


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class VampireGameRules extends GameRules;

var() float ConversionRatio;
        
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 ( (InstigatedBy != Injured) && (InstigatedBy != None) && (InstigatedBy.Health > 0) 
        && (InstigatedBy.PlayerReplicationInfo != None) && (Injured.PlayerReplicationInfo != None) 
        && ((InstigatedBy.PlayerReplicationInfo.Team == None) || (InstigatedBy.PlayerReplicationInfo.Team != Injured.PlayerReplicationInfo.Team)) )
        InstigatedBy.Health = Min( InstigatedBy.Health+Damage*ConversionRatio, Max(InstigatedBy.Health,InstigatedBy.HealthMax) );
    return Damage;
}

//
// server querying
//
function GetServerDetails( out GameInfo.ServerResponseLine ServerState )
{
    // append the gamerules name- only used if mutator adds me and deletes itself.
    local int i;
    i = ServerState.ServerInfo.Length;
    ServerState.ServerInfo.Length = i+1;
    ServerState.ServerInfo[i].Key = "Mutator";
    ServerState.ServerInfo[i].Value = GetHumanReadableName();
}

defaultproperties
{
     ConversionRatio=0.500000
}

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Class file time: Fr 30.3.2007 08:43:42.000 - Creation time: Mo 16.4.2007 11:20:57.171 - Created with UnCodeX