<P>	// If we made it this far, then the flags check out.
<P>	return True;
<P>}
<P>
<P>function bool DXReduceDamage(int Damage, name damageType, vector hitLocation, out int adjustedDamage, bool bCheckOnly)
<P>{
<P>	local float newDamage;
<P>	local float augLevel, skillLevel;
<P>	local float pct;
<P>	local HazMatSuit suit;
<P>	local BallisticArmor armor;
<P>	local bool bReduced;
<P>	local bool bFlashed;
<P>	local gasmask mask;
<P>
<P>	bReduced = False;
<P>	newDamage = Float(Damage);
<P>
<P>	if ((damageType == 'TearGas') || (damageType == 'PoisonGas') || (damageType == 'Radiation') ||
<P>		(damageType == 'HalonGas')  || (damageType == 'PoisonEffect') || (damageType == 'Poison'))
<P>	{
<P>		if (AugmentationSystem != None)
<P>			augLevel = AugmentationSystem.GetAugLevelValue(class'AugEnviro');
<P>
