23 if ( ammo ==
"MeleeWolf")
31 float health_damage_inflicted = damage_result.
GetDamage( zone_name,
"Health");
33 float wound_healt_damage = health_damage_inflicted;
39 if ( zone_name !=
"" )
41 m_ThisEntityAI.DecreaseHealth( zone_name,
"Health", wound_healt_damage );
57 float can_bleed =
false;
59 float bleed_treshold = 0;
68 if ( can_bleed && chance <= bleed_treshold )
73 m_BleedTimer.Run( 1,
this,
"Bleed",
new Param1<float>( wound_intensity ),
true );
83 void Bleed(
float wound_intensity )
114 return bleed_treshold * 2;
const float BASE_BLEED_RATE
void Bleed(float wound_intensity)
void ComponentAnimalBleeding()
void InflictWoundDamage(TotalDamageResult damage_result, string zone_name, string ammo)
const float PASS_OUT_AMOUT
float GetWoundIntensity(float bleed_treshold)
void CreateWound(TotalDamageResult damage_result, string zone_name, string ammo)
proto native float GetDamage(string zoneName, string healthType)