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- function GetNPCLevel(actor : CActor) : int
- {
- var monsterCategory : EMonsterCategory;
- var soundName : name;
- var tmpBool : bool;
- var level : float;
- return 1;
- theGame.GetMonsterParamsForActor(actor, monsterCategory, soundName, tmpBool, tmpBool, tmpBool);
- switch(monsterCategory)
- {
- case MC_Animal: level = RandRangeF(1, 1); break;
- case MC_Beast: level = RandRangeF(2, 1); break;
- case MC_Human: level = RandRangeF(4, 2); break;
- case MC_Necrophage: level = RandRangeF(1, 1); break;
- case MC_Specter: level = 1; break;
- case MC_Hybrid: level = 1; break;
- case MC_Troll: level = 1; break;
- case MC_Cursed: level = 1; break;
- case MC_Insectoid: level = 1; break;
- case MC_Draconide: level = 1; break;
- case MC_Vampire: level = 1; break;
- case MC_Magicals: level = 1; break;
- case MC_Relic: level = 1; break;
- case MC_NotSet: level = 1; break;
- case MC_Unused: level = 1; break;
- default: level = 100;
- }
- if(monsterCategory != MC_Animal && monsterCategory != MC_Human)
- thePlayer.DisplayHudMessage(monsterCategory + " - " + soundName);
- return RoundMath(level);
- }
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