//Reduced damage public void HitPhysical(int damage) { int dmg = progression.ClampDamage(false, damage); Network.NetworkManager.SendHitmarker(transform.position + Vector3.up, dmg, new Color(1, 0.4f, 0, 1f)); HitReal(dmg); }
//Reduced damage public void HitPhysical(int damage) { if (damage < -50000) { //reduce armor int armorreduction = -damage - 50000; progression.ArmorReduction += armorreduction; return; } int dmg = progression.ClampDamage(false, damage); HitReal(dmg); }
//Reduced damage public void HitPhysical(int damage) { if (damage < -50000) { //reduce armor int armorreduction = -damage - 50000; progression.ArmorReduction += armorreduction; return; } int dmg = progression.ClampDamage(false, damage); HitReal(dmg); //ModAPI.Console.Write("Hit physical(input:" + damage+", output:"+dmg+")"); }