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//============================================================================= // AugHealing. //============================================================================= class AugHealing extends Augmentation; var float mpAugValue; var float mpEnergyDrain; state Active { Begin: Loop: Sleep(1.0); if (Player.Health < 100) Player.HealPlayer(Int(LevelValues[CurrentLevel]), False); else Deactivate(); Player.ClientFlash(0.5, vect(0, 0, 500)); Goto('Loop'); } function Deactivate() { Super.Deactivate(); } simulated function PreBeginPlay() { Super.PreBeginPlay(); // If this is a netgame, then override defaults if ( Level.NetMode != NM_StandAlone ) { LevelValues[3] = mpAugValue; EnergyRate = mpEnergyDrain; } } defaultproperties { mpAugValue=10.000000 mpEnergyDrain=100.000000 EnergyRate=120.000000 Icon=Texture'DeusExUI.UserInterface.AugIconHealing' smallIcon=Texture'DeusExUI.UserInterface.AugIconHealing_Small' AugmentationName="Regeneration" Description="Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time.|n|nTECH ONE: Healing occurs at a normal rate.|n|nTECH TWO: Healing occurs at a slightly faster rate.|n|nTECH THREE: Healing occurs at a moderately faster rate.|n|nTECH FOUR: Healing occurs at a significantly faster rate." MPInfo="When active, you heal, but at a rate insufficient for healing in combat. Energy Drain: High" LevelValues(0)=5.000000 LevelValues(1)=15.000000 LevelValues(2)=25.000000 LevelValues(3)=40.000000 AugmentationLocation=LOC_Torso MPConflictSlot=2 } |
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