<P>	}
<P>
<P>	if (newDamage %LT% Damage)
<P>	{
<P>		if (!bCheckOnly && !bFlashed)
<P>		{
<P>			pct = 1.0 - (newDamage / Float(Damage));
<P>			SetDamagePercent(pct);
<P>			ClientFlash(0.01, vect(25, 25, 25));
<P>		}
<P>		bReduced = True;
<P>	}
<P>	else
<P>	{
<P>		if (!bCheckOnly)
<P>			SetDamagePercent(0.0);
<P>	}
<P>
<P>	if ((damageType == 'Shot') || (damageType == 'AutoShot'))
<P>	{
<P>		newDamage *= CombatDifficulty;
<P>
<P>		// always take at least one point of damage
<P>		if ((newDamage %LT%= 1) && (Damage %GT% 0))
<P>			newDamage = 1;
<P>	}
<P>
<P>	adjustedDamage = Int(newDamage);
