102 {
103 int i;
104
105 if (
GetGame().IsServer() && victim)
106 {
107 if (!victim.GetAllowDamage())
108 {
109 return;
110 }
111
113 {
115 Param1<EntityAI> params = new Param1<EntityAI>(victim);
117
118 return;
119 }
120 else
121 {
122
124 if (victim_PB && victim_PB.IsAlive())
125 {
126 int randNum;
129 {
130 float damage = victim_PB.GetMaxHealth("RightLeg", "");
131 victim_PB.DamageAllLegs( damage );
132 }
133
136 {
138 {
139
141
142 victim_PB.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesLow[randNum]);
143 }
144 }
145
147 }
148 else
149 {
151 if (victim_IB)
152 {
154 }
155 }
156
158 }
159
161 }
162
163 super.OnSteppedOn(victim);
164 }
DamageType
exposed from C++ (do not change)
override void Explode(int damageType, string ammoType="")
const int BROKEN_LEG_PROB
const int MAX_BLEED_SOURCE
const int BLEED_SOURCE_PROB
const float UPDATE_TIMER_INTERVAL
const int DAMAGE_TRIGGER_MINE
void DamageClothing(PlayerBase player)
proto native CGame GetGame()
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].