public void TakeDamage(float amount, eDamageType damageType, WeaponModifiers wpnMods) { amount *= Utils.GetDmgModifier(damageType, Armor); HP.CurrentHP -= amount; HPBar.Percentage = HP.LifeLeftPercentage; if (HP.CurrentHP <= 0) { Die(); } }
/// <summary> /// Melee constructor /// </summary> /// <param name="range"></param> /// <param name="attackDelay"></param> /// <param name="damage"></param> /// <param name="projectileType"></param> /// <param name="splash"></param> /// <param name="splashDmgPerc"></param> public WeaponStruct(int range, int attackDelay, float damage, int splash, int splashDmgPerc, eAttackableTargets attackableTargets) { Range = range; AttackDelay = attackDelay; CritChance = 0; CritMultiplier = 2; Damage = damage; ProjectileType = eProjectile.None; Splash = splash; SplashDmgPerc = splashDmgPerc; IsMelee = true; AttackableTargets = attackableTargets; ProjectileSpawnOffset = Common.InvalidVector2; DamageType = eDamageType.Normal; ShootFX = ImpactFX = -1; WeaponModifiers = new WeaponModifiers(); }