class ScrnMacheteFireB extends MacheteFireB; function DoFireEffect() { } simulated event ModeDoFire() { MeleeDamage = default.MeleeDamage; if ( ScrnHumanPawn(Instigator) != none ) MeleeDamage += ScrnHumanPawn(Instigator).MacheteBoost * 4; super.ModeDoFire(); } defaultproperties { WideDamageMinHitAngle=0.000000 }