public virtual float AbsorbDamage(DamageInfo info) { float damage = info.damageAmount; damage *= 1 - (armor / 10.0f); currentHealth -= damage; if (partType != Type.Torso && currentHealth < 0) { Skeleton.EjectPart(this); } return(damage); }
public virtual float AbsorbDamage(DamageInfo info) { float damage = info.damageAmount; damage *= 1 - (armor / 10.0f); currentHealth -= damage; if (partType != Type.Torso && currentHealth < 0) { Skeleton.EjectPart(this); } return(damage); }