833 {
834 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
835 m_TransportHitRegistered = false;
836
837 int transferShockToDamageCoef =
g_Game.ConfigGetInt(
string.Format(
"%1 %2 DamageApplied transferShockToDamage",
CFG_AMMO, ammo));
838 if (transferShockToDamageCoef == 1)
839 {
840
842 }
843 else
844 {
846 animal_bleeding.
CreateWound( damageResult, dmgZone, ammo );
847 }
848
849 int type = 0;
850 int direction = 0;
852 {
854 }
855
856 }
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