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View Full Version : InventoryManager.ModifyDamage does nothing



Mr Evil
12-13-2007, 01:07 PM
There seem to be a lot of places where hooks for modders to fiddle with the game mechanics are missing, like this in InventoryManager:

/**
* Damage modifier. Is Pawn carrying items that can modify taken damage?
* Called from GameInfo.ReduceDamage()
*/
function int ModifyDamage( int Damage, Controller instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
return Damage;
}
It should ask the inventory to modify the damage, but instead it does nothing. Could this perhaps be fixed in a future patch please?

[BIA]DarthMushak
12-13-2007, 03:41 PM
I think the purpose of this may be as a hook - if you override the class that this is in with your own derrived class then you can create your own "ModifyDamage()" that does what you want.

Mr Evil
12-13-2007, 10:08 PM
DarthMushak;25167261']...if you override the class that this is in...
Any mutator that replaces the InventoryManager will automatically be incompatible with any other mutator that does the same. The correct way for it to work is for InventoryManager.ModifyDamage to ask each inventory item in the same way as e.g. InventoryManager.HandlePickupQuery gives a chance for any inventory item to do something when a player picks up an item.