970 {
971 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
972
973 m_TransportHitRegistered = false;
974
975 if ( !IsAlive() )
976 {
977 ZombieHitData data = new ZombieHitData;
979 data.m_DamageZone = dmgZone;
980 data.m_AmmoType = ammo;
982 }
983 else
984 {
985 int crawlTransitionType = -1;
987 {
989 return;
990 }
991
993 {
994 if ( dmgZone )
997 return;
998 }
999 }
1000 }
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
bool EvaluateCrawlTransitionAnimation(EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType)
float m_DamageHitDirection
bool EvaluateDeathAnimationEx(EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir)
bool EvaluateDamageHitAnimation(EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir)
selects animation type and direction based on damage system data
bool m_DamageHitToProcess
proto native float GetDamage(string zoneName, string healthType)