using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/SpatialMath } class LootDevice extends Device { # This is the function we defined earlier GetLootForHealth(current_health : float) : string = | if (current_health < 50.0): | return "Shield_Potion" else if (current_health <= 80.0): | return "Bandage" else: | return "Assault_Rifle" OnBegin() override: | # When the device starts, it waits for a player interaction # For this demo, let's just log the loot for a hypothetical player # In a real build, you'd pass Player.GetHealth() as the argument # Example: Player has 30 health player_health : float = 30.0 loot : string = GetLootForHealth(player_health) # Output the result to the console Print(GetLocalizedString("Loot_Dispensed", loot)) }