ImplantGun.u

summon ImplantGun.ImplantGun
summon ImplantGun.ImplantAmmo
summon ImplantGun.ImplantRecharger

The weapon's primary fire shoots a purple dart. If that dart hits a valid pawn and the player is not flying or underwater,
then the player will take control of the pawn. Press the alt fire key to release the pawn.
Some ground based pawns can walk slowly and jump, depending on the pawn type. If the pawn has ranged attack,
then primary fire will make it spawn projectiles if no target is within its melee range. Holding down the duck key while pressing primary fire makes
some pawns play a special animation sequence. Flying/swimming pawns go down with duck and go up with walk+duck.

The weapon's alt fire creates an air blast that pushes objects away. Heavier objects are pushed less far.

List of controllable pawns, subclasses are mostly supported:
Brute (can't jump or dodge, cock gun: duck+fire)
SkaarjWarrior (stretch: duck+fire)
SkaarjTrooper (weapon's alt fire: duck+fire, pick up weapon: duck+fire, throw weapon: walk+back+duck+fire)
Mercenary (if its target is too far away the mercenary will use rockets instead of bullets, dance: duck+fire)
Krall (twirl: duck+fire)
Gasbag
Slith (headache: duck+fire)
Titan (stomp: duck+fire, beat chest: walk+fire, stomping causes damage to decoration and flares that are close to the titan's right foot)
Queen (remember/teleport to destination: duck+fire, birth: walk+fire)
Fly (shoots projectiles if RangedProjectile != None, RefireRate affects firing speed)
Nali (can't dodge, sweat: fire, cough: walk+fire, wave: duck+fire, scared backward move: walk+back+duck, shoots projectiles if RangedProjectile != None, RefireRate affects firing speed)
PSXMinotaur.Minotaur (scream: duck+fire)
UPSXDragon.Dragon (gust: duck+fire, sneeze: walk+fire, take-off: jump, land: duck close to floor for about 1 second)

further information:
+ If the purple dart hits an invalid pawn, then a small amount of damage is dealt to that pawn.
+ When controlling starts a Handler is spawned which does many things and acts as the player doll.
+ Change implant duration: admin set IG_Handler Duration #
+ Kill pawns on release: admin set IG_ProjectileDart bKillOnRelease 1
+ The Queen can give birth to ScriptedPawns: admin set IG_Queen BabyClass <class>
+ map making:
	With ImplantGun.ImplantInfo actors you can define the pawns that can be controlled in the map. If at least one bAllowOther is True then other pawns can be controlled too.
	The ImplantInfo and pawns have to share the same Tag for this to work. The ImplantInfo can also change the implant duration and make the pawn get killed on release.
	Actors with a Tag equal to ImplantEvent get triggered when the controlling starts. Actors with a Tag equal to ReleaseEvent get triggered when the controlling ends.

	The purple darts can travel through BlockAll actors if they have DartWindow as Tag.

	If the controlled pawn does a ledge-jump and is within the CollisionRadius of a SpecialEvent with Tag "ShortJump", then it will jump with halved velocity.

