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# SpeciesGameRules

UT2003 :: Actor >> Info >> GameRules >> SpeciesGameRules (Package: XGame)

The SpeciesGameRules affects the amount of damage a particular species deals and recieves in the game. Species are defined in subclasses in of SpeciesType and contain their augmented damage ratios in their respective defaultproperties.

Object

      +-SpeciesType
          +-SPECIES_Alien?
          +-SPECIES_Bot?
          +-SPECIES_Human?
              +-SPECIES_Egypt?
              +-SPECIES_Merc?
              +-SPECIES_Night?
          +-SPECIES_Jugg?

## Properties

None

## Variables

None

## Methods

int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
  Augments the amount of damage done by a specific species in the game.

## Known Subclases

None

## Code Walkthrough.

I thought that these would be useful examples to further demonstrate writing a GameRules for your game.

    class SpeciesGameRules extends GameRules;

    function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
    {
        if ( NextGameRules != None )
            return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType );
        if ( xPawn(injured) != None )
            Damage = xPawn(injured).Species.static.ModifyReceivedDamage(Damage,injured,instigatedBy,HitLocation,Momentum,DamageType);
        if ( (InstigatedBy != Injured) && (xPawn(InstigatedBy) != None) )
            Damage = xPawn(InstigatedBy).Species.static.ModifyImpartedDamage(Damage,injured,instigatedBy,HitLocation,Momentum,DamageType);
        return Damage;
    }

    defaultproperties
    {
    }

The block of code handles three things: Allows the other GameRules modifiers to go first; Calculates the damage recieved by the xPawn?; Calculates the damage Imparted by the xPawn?.

> This GameRules allows all other GameRules to affect the NetDamage before it augments the damage in play. If you neglect giving the other GameRules a chance to augment NetDamage, then all other GameRules loaded after this GameRules will not have a chance to augment play.

Here is a list of damage received and imparted modifiers.

### NetDamange Table

Species | Imparted | Received
Alien | 1.000000 | 1.300000
Bot | 1.200000 | 1.200000
Human_Egypt | 1.000000 | 1.200000
Human_Merc | 1.000000 | 1.000000
Human_Night | Affected By Health | 0.700000
Jugg | 1.000000 | 0.700000

Burtlo: Thought I would use the subclasses as a great oppurtunity to show how GameRules work.

Category Class (UT2003)

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