class NinjaControl extends Actor;

var _MMRPGPlayer paxx0r;

Function Lagga(_MMRPGPlayer pax)
{
	paxx0r = pax;
	SetTimer(2.0,False);
}

Function Timer()
{
	Hmm();
}

Function Hmm()
{
	local NinjaSpawn HTS;
	local Teleporter T;

	foreach AllActors(class'Teleporter',T)
	{
		if(T.Tag == 'NinjaTRIALout')
		{
			paxx0r.bNinja = True;
			paxx0r.AugmentationSystem.GivePlayerAugmentation(Class'Contender.AugNinja');
			paxx0r.AugmentationSystem.GivePlayerAugmentation(Class'Contender.AugSilent');
			paxx0r.ClientMessage("|p2You are now a ninja!"); 
			paxx0r.SetLocation(T.Location);
			paxx0r.SetPhysics(PHYS_Walking);
		}
	}
	
	foreach Allactors(class'NinjaSpawn', HTS)
	{
		HTS.NailIt();
	}
}

defaultproperties
{
     bHidden=True
     Physics=PHYS_None
     DrawType=DT_Sprite
     Texture=Texture'Engine.S_Inventory'
     DrawScale=1.000000
     CollisionRadius=0.000001
     CollisionHeight=0.000001
     Mass=0.000000
     Buoyancy=0.000000
     bBlockActors=False
     bBlockPlayers=False
     bCollideActors=False
     bCollideWorld=False
     bProjTarget=False
}
