982 {
983 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
984
985 m_TransportHitRegistered = false;
986
987 if ( !IsAlive() )
988 {
989 ZombieHitData data = new ZombieHitData;
991 data.m_DamageZone = dmgZone;
992 data.m_AmmoType = ammo;
994 }
995 else
996 {
997 int crawlTransitionType = -1;
999 {
1001 return;
1002 }
1003
1005 {
1006 if ( dmgZone )
1009 return;
1010 }
1011 }
1012 }
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)