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)