1888 {
1889
1890 EntityAI shoes = GetInventory().FindAttachment(InventorySlots.FEET);
1891
1892 string surface; int liquid;
1893 g_Game.SurfaceUnderObject(
this, surface, liquid);
1894 float modifier_surface = Surface.GetParamFloat(surface, "footDamage");
1895
1896 if (shoes && shoes.GetHealthLevel() < 4)
1897 {
1898 shoes.AddHealth("", "", -1 * modifier_surface * PlayerConstants.SHOES_MOVEMENT_DAMAGE_PER_STEP * (float)PlayerConstants.CHECK_EVERY_N_STEP);
1899
1900 return;
1901 }
1902
1903 float rnd = Math.RandomFloat01();
1905 float chance = modifier_movement * modifier_surface * PlayerConstants.BAREFOOT_MOVEMENT_BLEED_MODIFIER * (float)PlayerConstants.CHECK_EVERY_N_STEP;
1906 if (rnd < chance)
1907 {
1908 if (pUserInt % 2 == 0)
1909 {
1912
1913 }
1914 else
1915 {
1918 }
1919 }
1920 }
BleedingSourcesManagerServer GetBleedingManagerServer()
void SendSoundEvent(EPlayerSoundEventID id)
float GetFeetDamageMoveModifier()