831 {
832 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
833 m_TransportHitRegistered = false;
834
835 int transferShockToDamageCoef =
g_Game.ConfigGetInt(
string.Format(
"%1 %2 DamageApplied transferShockToDamage",
CFG_AMMO, ammo));
836 if (transferShockToDamageCoef == 1)
837 {
838
840 }
841 else
842 {
844 animal_bleeding.
CreateWound( damageResult, dmgZone, ammo );
845 }
846
847 int type = 0;
848 int direction = 0;
850 {
852 }
853
854 }
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
void CreateWound(TotalDamageResult damage_result, string zone_name, string ammo)
bool ComputeDamageHitParams(EntityAI source, string dmgZone, string ammo, out int type, out int direction)
float ConvertNonlethalDamage(float damage, DamageType damageType)
void QueueDamageHit(int type, int direction)
proto native float GetDamage(string zoneName, string healthType)
const int COMP_TYPE_ANIMAL_BLEEDING