class DMFix extends GameRules;
function PostBeginPlay()
{
Super.PostBeginPlay();
if (!Level.Game.bAllowVehicles)
Level.Game.bAllowVehicles = true;
}
function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation)
{
local Pawn Driver;
if ( (NextGameRules != None) && NextGameRules.PreventDeath(Killed,Killer, damageType,HitLocation) )
return true;
if ( Vehicle(Killed)!=none && Vehicle(Killed).Driver!=none )
{
Driver = Vehicle(Killed).Driver;
Vehicle(Killed).KDriverLeave(true);
Driver.TakeDamage( max(999, Driver.Health*2), Killer.Pawn, HitLocation, VRand(), damageType);
}
return false;
}