public void ProximityMineDataDamage(coProximityMineData datablock, coProximityMine shapebase, TransformF position, coShapeBase source, string amount, string damageType) { // Explode if any damage is applied to the mine int r = 50 + (new Random().Next(0, 50)); shapebase.schedule(r.AsString(), "explode"); }
public void ProximityMineDataOnExplode(coProximityMineData datablock, coProximityMine shapebase, Point3F position) { // Damage objects within the mine's damage radius if (datablock["damageRadius"].AsFloat() > 0) RadiusDamage(shapebase, position, datablock["damageRadius"].AsFloat(), datablock["radiusDamage"].AsFloat(), datablock["damageType"], datablock["areaImpulse"].AsFloat()); }
public void ProximityMineDataOnTriggered(coProximityMineData datablock, coProximityMine obj, string target) { }
public void ProxMineOnInventory(coProximityMine thisobj, coPlayer player, int amount) { coGameConnection client = player["client"]; if (client.isObject()) GameConnectionSetAmmoAmountHud(client, 1, amount); if ((amount == 0) && player.isMethod("getMountSlot")) ShapeBaseCycleWeapon(player, "prev"); }
public void ProxMineOnPickup(coProximityMine thisobj, coPlayer obj, string shape, string amount) { // Act like a weapon on pickup console.Call_Classname("Weapon", "onPickup", new string[] {thisobj, obj, shape, amount}); }
public void ProxMineOnUser(coProximityMine thisobj, coPlayer obj) { // Act like a weapon on use console.Call_Classname("Weapon", "onUse", new String[] {thisobj, obj}); }