private static void FinishEffect(DelayedEffectEntry effect) { if (m_WeaponDamageTable.TryGetValue(effect.m_Weapon, out ImmolatingWeaponEntry entry)) { AOS.Damage(effect.m_Target, entry.m_Caster, entry.m_Damage, 0, 100, 0, 0, 0); } }
private static void FinishEffect( DelayedEffectEntry effect ) { ImmolatingWeaponEntry entry; if ( m_WeaponDamageTable.TryGetValue( effect.m_Weapon, out entry ) ) AOS.Damage( effect.m_Target, entry.m_Caster, entry.m_Damage, 0, 100, 0, 0, 0 ); }