class AAmp extends Pickup; var() float AmpMultiplier; var() sound AmpSound; event TravelPreAccept(){ local inventory w; Super.TravelPreAccept(); w=Pawn(Owner).FindInventoryType(class'Demander'); if(w!=None) Demander(w).Amp=self; w=Pawn(Owner).FindInventoryType(class'BloodLeech'); if(w!=None) BloodLeech(w).Amp=self; w=Pawn(Owner).FindInventoryType(class'Martyr'); if(w!=None) Martyr(w).Amp=self;} function inventory SpawnCopy(pawn Other){ local inventory Copy; local Inventory I; Copy=Super.SpawnCopy(Other); I=Other.FindInventoryType(class'Demander'); if(Demander(I)!=None) Demander(I).amp=AAmp(Copy); I=Other.FindInventoryType(class'BloodLeech'); if(BloodLeech(I)!=None) BloodLeech(I).amp=AAmp(Copy); I=Other.FindInventoryType(class'Martyr'); if(Martyr(I)!=None) Martyr(I).amp=AAmp(Copy); return Copy;} function float UseCharge(float Amount){ Return 1;} function UsedUp(){ local Inventory I; I=Pawn(Owner).FindInventoryType(class'Demander'); if(Demander(I)!=None) Demander(I).amp=None; I=Pawn(Owner).FindInventoryType(class'BloodLeech'); if(BloodLeech(I)!=None) BloodLeech(I).amp=None; I=Pawn(Owner).FindInventoryType(class'Martyr'); if(Martyr(I)!=None) Martyr(I).amp=None; Super.UsedUp();} state Activated{ function float UseCharge(float Amount){ local float TempCharge; if(AmpMultiplier<1)AmpMultiplier=1; if(Charge