Esempio n. 1
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        public void ApplyBaseHitImpact(HitEvent evt, ShaftAimingImpactNode weapon)
        {
            List <HitTarget> targets = evt.Targets;
            int   count       = targets.Count;
            float impactForce = weapon.impact.ImpactForce;

            for (int i = 0; i < count; i++)
            {
                HitTarget target = targets[i];
                base.PrepareImpactForHitTarget(weapon.Entity, target, impactForce, 1f);
            }
        }
Esempio n. 2
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        private void MakeImpactOnAnyAimingShot(float aimingHitPower, List <HitTarget> targets, ShaftAimingImpactNode weapon)
        {
            float maxImpactForce = (weapon.shaftAimingImpact.MaxImpactForce - weapon.impact.ImpactForce) * aimingHitPower;
            int   count          = targets.Count;

            for (int i = 0; i < count; i++)
            {
                HitTarget target = targets[i];
                base.PrepareImpactForHitTarget(weapon.Entity, target, maxImpactForce, 1f);
            }
        }
Esempio n. 3
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 public void MakeAimingHitImpact(SelfShaftAimingHitEvent evt, ShaftAimingImpactNode weapon)
 {
     this.MakeImpactOnAnyAimingShot(evt.HitPower, evt.Targets, weapon);
 }