787 {
788 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
789 m_TransportHitRegistered = false;
790
791 int transferShockToDamageCoef =
g_Game.ConfigGetInt(
string.Format(
"%1 %2 DamageApplied transferShockToDamage",
CFG_AMMO, ammo));
792 if (transferShockToDamageCoef == 1)
793 {
794
796 }
797 else
798 {
800 animal_bleeding.
CreateWound( damageResult, dmgZone, ammo );
801 }
802
803 int type = 0;
804 int direction = 0;
806 {
808 }
809
810 }
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