//=============================================
// TECHS	- DK_911
//=============================================

weight "rune_autodoc"
{
	switch(INVENTORY_TECH)
	{
		case 0:		// Not carrying tech
		{
			switch(INVENTORY_AUTODOC)
			{
				case 0: return TECH_SCALE(W_AUTODOC);	// Not carrying autodoc
				default:	return 0;// Carrying autodoc
			}
		}
		default: return 0;
	}
} //end weight

weight "rune_timeaccel"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_TIMEACCEL)
			{
				case 0: return TECH_SCALE(W_TIMEACCEL);
				default: return 0;
			}
		}
		default: return 0;
	}
} //end weight

weight "rune_disruptor"
{
	switch(INVENTORY_TECH)
	{
		case 1:
		{
			switch(INVENTORY_DISRUPTORSHIELD)
			{
				case 1: return TECH_SCALE(W_DISRUPTOR);
				default: return 0;
			}
		}
		default: return 0;
	}
} //end weight

weight "rune_poweramp"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_POWERAMP)
			{
				case 0: return TECH_SCALE(W_POWERAMP);
				default: return 0;
			}
		}
		default: return 0;
	}
} //end weight

weight "rune_vampire"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_VAMPIRE)
			{
				case 0: return TECH_SCALE(W_VAMPIRE);
				default:	return 0;
			}
		}
		default: return 0;
	}
} //end weight

weight "rune_suicide"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_SUICIDE)
			{
				case 0: return TECH_SCALE(W_SUICIDE);
				default: return 0;
			}
		}
		default: return 0;
	}
} //end weight
weight "rune_resurrect"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_RESURRECT)
			{
				case 0: return TECH_SCALE(W_RESURRECT);
				default:return 0;
			}
		}
		default: return 0;
	}
} //end weight
weight "rune_weaponamp"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_WEAPONAMP)
			{
				case 0: return TECH_SCALE(W_WEAPONAMP);
				default:return 0;
			}
		}
		default: return 0;
	}
} //end weight
weight "rune_antigrav"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_ANTIGRAV)
			{
				case 0: return TECH_SCALE(W_ANTIGRAV);
				default:return 0;
			}
		}
		default: return 0;
	}
} //end weight
weight "rune_radiation"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_RADIATION)
			{
				case 0: return TECH_SCALE(W_RADIATION);
				default:return 0;
			}
		}
		default: return 0;
	}
} //end weight
weight "rune_stealth"
{
	switch(INVENTORY_TECH)
	{
		case 0:
		{
			switch(INVENTORY_STEALTH)
			{
				case 0:return TECH_SCALE(W_STEALTH);
				default:return 0;
			}
		}
		default:return 0;
	}
} //end weight
