<P>	if (damageType == 'EMP')
<P>	{
<P>		if (AugmentationSystem != None)
<P>			augLevel = AugmentationSystem.GetAugLevelValue(class'AugEMP');
<P>
<P>		if (augLevel %GT%= 0.0)
<P>		{
<P>			newDamage *= augLevel;
<P>			ClientFlash(0.03, vect(90, 0, 90));
<P>			bFlashed=true;
<P>		}
<P>	}
<P>
<P>	if ((damageType == 'Burned') || (damageType == 'Flamed') ||
<P>		(damageType == 'Exploded') || (damageType == 'Shocked'))
<P>	{
<P>		if (AugmentationSystem != None)
<P>			augLevel = AugmentationSystem.GetAugLevelValue(class'AugShield');
<P>
<P>		if (augLevel %GT%= 0.0)
<P>		{
<P>			newDamage *= augLevel;
<P>			ClientFlash(0.01, vect(60, 30, 0));
<P>			bFlashed=true;
<P>		}
