1758 {
1759
1760 EntityAI shoes = GetInventory().FindAttachment(InventorySlots.FEET);
1761
1762 string surface; int liquid;
1764 float modifier_surface = Surface.GetParamFloat(surface, "footDamage");
1765
1766 if (shoes && shoes.GetHealthLevel() < 4)
1767 {
1768 shoes.AddHealth("", "", -1 * modifier_surface * PlayerConstants.SHOES_MOVEMENT_DAMAGE_PER_STEP * (float)PlayerConstants.CHECK_EVERY_N_STEP);
1769
1770 return;
1771 }
1772
1773 float rnd = Math.RandomFloat01();
1775 float chance = modifier_movement * modifier_surface * PlayerConstants.BAREFOOT_MOVEMENT_BLEED_MODIFIER * (float)PlayerConstants.CHECK_EVERY_N_STEP;
1776 if (rnd < chance)
1777 {
1778 if (pUserInt % 2 == 0)
1779 {
1782
1783 }
1784 else
1785 {
1788 }
1789 }
1790 }
proto void SurfaceUnderObject(notnull Object object, out string type, out int liquidType)
BleedingSourcesManagerServer GetBleedingManagerServer()
void SendSoundEvent(EPlayerSoundEventID id)
float GetFeetDamageMoveModifier()
proto native CGame GetGame()