137 {
138 if (obj.IsInherited(CarWheel))
139 {
140 obj.ProcessDirectDamage(
DamageType.CLOSE_COMBAT,
this, damageZone,
"BearTrapHit_CarWheel",
"0 0 0", 1);
142 {
144 }
145
148
149 return;
150 }
151
152 if (obj.IsDamageDestroyed())
153 return;
154
155 string zoneUsed = damageZone;
156 if (damageZone == "zone_leg_random")
157 {
158 zoneUsed = "LeftLeg";
159 if (Math.RandomIntInclusive(0, 1) == 1)
160 zoneUsed = "RightLeg";
161 }
162
164 ZombieBase zombie;
165 if (obj.IsInherited(PlayerBase) || (Class.CastTo(zombie,obj) && !zombie.IsCrawling() && Math.RandomIntInclusive(0, 1) == 1))
166 {
168 }
169
170 obj.ProcessDirectDamage(
DamageType.CLOSE_COMBAT,
this, zoneUsed,
"BearTrapHit",
"0 0 0", 1);
171
174 }
DamageType
exposed from C++ (do not change)
void Synch(EntityAI victim)
keeping "step" here for consistency only
void SetInactive(bool stop_timer=true)
void CauseVictimToStartLimping(Object obj, string damagedZone)