//=============================================================================
// WeaponLAM.
//=============================================================================
class LAMweap extends WeaponGasGrenade;


simulated function PreBeginPlay()
{
	Super.PreBeginPlay();

	// If this is a netgame, then override defaults
	if ( Level.NetMode != NM_StandAlone )
	{
		HitDamage = mpHitDamage;
		BaseAccuracy = mpBaseAccuracy;
		ReloadTime = mpReloadTime;
		AccurateRange = mpAccurateRange;
		MaxRange = mpMaxRange;
	}
}

function PostBeginPlay()
{
   Super.PostBeginPlay();
   bWeaponStay=False;
}




simulated function bool ClientFire( float value )
{
		if((Region.Zone.IsA('ArenaZoneSafe')) || (Region.Zone.IsA('MMRPGRoomArea')) || (Region.Zone.IsA('MMRPGSafeArea')))
		{
			return False;
		}

		if((!Region.Zone.IsA('ArenaZoneSafe')) && (!Region.Zone.IsA('MMRPGRoomArea')) && (!Region.Zone.IsA('MMRPGSafeArea')))
		{
			return Super.ClientFire(value);
		}
}

function Fire(float Value)
{
	if((Region.Zone.IsA('ArenaZoneSafe')) || (Region.Zone.IsA('MMRPGRoomArea')) || (Region.Zone.IsA('MMRPGSafeArea')))
	{
		return;
	}

	if((!Region.Zone.IsA('ArenaZoneSafe')) && (!Region.Zone.IsA('MMRPGRoomArea')) && (!Region.Zone.IsA('MMRPGSafeArea')))
	{
		bNearWall=False;
		Super(DeusExWeapon).Fire(Value);
	}

}

simulated function bool NearWallCheck()
{
	return False;
}




simulated function bool TestMPBeltSpot(int BeltSpot)
{
   return ( (BeltSpot >= 1) && (BeltSpot <=9) );
}


// Become a pickup
// Weapons that carry their ammo with them don't vanish when dropped
function BecomePickup()
{
	Super.BecomePickup();
   if (Level.NetMode != NM_Standalone)
      if (bTossedOut)
         Lifespan = 0.0;
}

simulated event RenderOverlays( canvas Canvas )
{
	// set first person skin settings
		MultiSkins[0]=Texture'WeaponHandsTex';
		MultiSkins[1]=Texture'ContenderStuff.Skins.Bomb1st';
		MultiSkins[2]=Texture'WeaponHandsTex';
		MultiSkins[3]=Texture'ContenderStuff.Skins.Bomb1st';

	Super.RenderOverlays( Canvas );

	// reset third person skin settings
		MultiSkins[0]=Texture'ContenderStuff.Skins.Bomb3rd';
		MultiSkins[1]=Texture'ContenderStuff.Skins.Bomb3rd';
}



defaultproperties
{
     LowAmmoWaterMark=2
     GoverningSkill=Class'DeusEx.SkillDemolition'
     EnviroEffective=ENVEFF_AirWater
     Concealability=CONC_All
     ShotTime=0.300000
     reloadTime=0.100000
     HitDamage=50
     maxRange=4800
     AccurateRange=2400
     BaseAccuracy=0.800000
     bHasMuzzleFlash=False
     bHandToHand=True
     bUseAsDrawnWeapon=False
     AITimeLimit=3.500000
     AIFireDelay=5.000000
     bNeedToSetMPPickupAmmo=False
     mpReloadTime=0.100000
     mpHitDamage=50
     mpBaseAccuracy=0.800000
     mpAccurateRange=2400
     mpMaxRange=2400
     AmmoName=Class'Contender.LAMAmmo'
     ReloadCount=1
     PickupAmmoCount=1
     FireOffset=(Y=10.000000,Z=20.000000)
     ProjectileClass=Class'Contender.LAMProj'
     shakemag=50.000000
     SelectSound=Sound'ContenderStuff.Weapons.BombSelect'
     InventoryGroup=204
     ItemName="High Explosive Fragmentation Grenade"
     PlayerViewOffset=(X=24.000000,Y=-15.000000,Z=-17.000000)
     PlayerViewMesh=LodMesh'DeusExItems.LAM'
     PickupViewMesh=LodMesh'DeusExItems.LAMPickup'
     ThirdPersonMesh=LodMesh'DeusExItems.LAM3rd'
     Icon=Texture'Contender.Skins.BeltIconBomb'
     largeIcon=Texture'Contender.Skins.LargeIconBomb'
	MultiSkins(0)=Texture'ContenderStuff.Skins.Bomb3rd'
	MultiSkins(1)=Texture'ContenderStuff.Skins.Bomb3rd'
     largeIconWidth=35
     largeIconHeight=45
     Description="(c) MainMan."
     beltDescription="HE FRAG"
     Mesh=LodMesh'DeusExItems.LAMPickup'
     CollisionRadius=3.800000
     CollisionHeight=3.500000
     Mass=5.000000
     Buoyancy=2.000000
}
