public void ProjectileDataOnCollision(coProjectileData datablock, coProjectile projectile, coShapeBase shapebase, string fad, Point3F pos, string normal)
     {
     // Apply damage to the object all shape base objects
     if (datablock["directDamage"].AsFloat() > 0)
         if ((console.getTypeMask(shapebase) & (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) == (uint) SceneObjectTypesAsUint.ShapeBaseObjectType)
             ShapeBaseDamage(shapebase,projectile.ID, pos, datablock["directDamage"].AsFloat(), datablock["damageType"]);
     }
 public void ProjectileDataOnExplode(coProjectileData data, coProjectile proj, Point3F position, string mod)
     {
     // Damage objects within the projectiles damage radius
     float radius = data["damageRadius"].AsFloat();
     if (radius <= 0)
         return;
     string damageType = data["damageType"];
     float areaImpulse = data["areaImpulse"].AsFloat();
     float radiusDamage = data["radiusDamage"].AsFloat();
     RadiusDamage((coPlayer) proj.ID, position, radius, radiusDamage, damageType, areaImpulse);
     }