class TestMedic extends SRVetFieldMedic
	abstract;

static function AddCustomStats( ClientPerkRepLink Other )
{
	Other.AddCustomValue(Class'TestHeal');
}

static function int GetPerkProgressInt( ClientPerkRepLink StatOther, out int FinalInt, byte CurLevel, byte ReqNum )
{
	switch( CurLevel )
	{
	case 0:
		FinalInt = 1;
		break;
	case 1:
		FinalInt = 2;
		break;
	case 2:
		FinalInt = 5;
		break;
	case 3:
		FinalInt = 10;
		break;
	case 4:
		FinalInt = 15;
		break;
	case 5:
		FinalInt = 25;
		break;
	case 6:
		FinalInt = 50;
		break;
	default:
		FinalInt = 50+GetDoubleScaling(CurLevel,35);
	}
	return Min(StatOther.GetCustomValueInt(Class'TestHeal'),FinalInt);
}

static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
	// If Level 5 or Higher, give them Body Armor
	if ( KFPRI.ClientVeteranSkillLevel >= 5 )
		P.ShieldStrength = 100;
	KFHumanPawn(P).CreateInventoryVeterancy("KFMod.MP7MMedicGun", GetCostScaling(KFPRI, class'MP7MPickup'));
}

defaultproperties
{
	VeterancyName="Field Medic Experiment"
	Requirements(0)="Kill %x specimen with medic gun"
}
