<P>		if (augLevel %GT%= 0.0)
<P>		{
<P>			newDamage *= augLevel;
<P>			ClientFlash(0.01, vect(0, 80, 0));
<P>			bFlashed=true;
<P>		}
<P>
<P>		// get rid of poison if we're maxed out
<P>		if (newDamage ~= 0.0)
<P>		{
<P>			StopPoison();
<P>			drugEffectTimer -= 4;	// stop the drunk effect
<P>			if (drugEffectTimer %LT% 0)
<P>				drugEffectTimer = 0;
<P>		}
<P>
<P>      		if (UsingChargedPickup(class'HazMatSuit'))
<P>		{
<P>			skillLevel = SkillSystem.GetSkillLevelValue(class'SkillEnviro');
<P>			newDamage *= 0.75 * skillLevel;
<P>		}
<P>	}
<P>
<P>	if ((damageType == 'Shot') || (damageType == 'Sabot') || (damageType == 'Exploded') || (damageType == 'AutoShot'))
<P>	{
