1044 {
1045
1047
1048 if (newLevel == GameConstants.STATE_RUINED)
1049 {
1050 if (parent)
1051 {
1052 parent.OnAttachmentRuined(this);
1053 }
1054 if (!zone)
1055 {
1057 }
1059 }
1060
1063 }
proto native EntityAI GetHierarchyParent()
Returns direct parent of current entity.
void EntityAI()
cache blood infection chance (cfgVehicles-><entity>->Skinning->BloodInfectionSettings)
void OnDamageDestroyed(int oldLevel)
Called when the health gets to the min value, 'oldLevel' is previous health level,...
void AttemptDestructionBehaviour(int oldLevel, int newLevel, string zone)
void HandleDamageLevelConstruction(int oldLevel, int newLevel, string zone)
ConstructionBasic GetConstructionBasic()
Construction itself is defined on module 4. Workaround. Don't forget to cast!