<P>        	AugmentationSystem.SetOwner(Self);
<P>	}
<P>	else
<P>	{
<P>		AugmentationSystem.SetPlayer(Self);
<P>        AugmentationSystem.SetOwner(Self);
<P>	}
<P>
<P>	// install the skill system if not found
<P>	if (SkillSystem == None)
<P>	{
<P>		SkillSystem = Spawn(class'tnmSkillManager', Self);
<P>		SkillSystem.CreateSkills(Self);
<P>	}
<P>	else
<P>	{
<P>		SkillSystem.SetPlayer(Self);
<P>	}
<P>
<P>   if ((Level.Netmode == NM_Standalone) || (!bBeltIsMPInventory))
<P>   {
<P>      // Give the player a keyring
<P>      CreateKeyRing();
<P>   }
<P>}
<P>
<P>function possess()
<P>{
