1946 {
1947
1948 EntityAI shoes = GetInventory().FindAttachment(InventorySlots.FEET);
1949
1950 string surface; int liquid;
1951 g_Game.SurfaceUnderObject(
this, surface, liquid);
1952 float modifier_surface = Surface.GetParamFloat(surface, "footDamage");
1953
1954 if (shoes && shoes.GetHealthLevel() < 4)
1955 {
1956 shoes.AddHealth("", "", -1 * modifier_surface * PlayerConstants.SHOES_MOVEMENT_DAMAGE_PER_STEP * (float)PlayerConstants.CHECK_EVERY_N_STEP);
1957
1958 return;
1959 }
1960
1961 float rnd = Math.RandomFloat01();
1963 float chance = modifier_movement * modifier_surface * PlayerConstants.BAREFOOT_MOVEMENT_BLEED_MODIFIER * (
float)PlayerConstants.CHECK_EVERY_N_STEP;
1964 if (rnd < chance)
1965 {
1966 if (pUserInt % 2 == 0)
1967 {
1970
1971 }
1972 else
1973 {
1976 }
1977 }
1978 }
BleedingSourcesManagerServer GetBleedingManagerServer()
void SendSoundEvent(EPlayerSoundEventID id)
float GetFeetDamageMoveModifier()