public override void onExplode(Projectile proj, Point3F pos, float fade) { // Damage objects within the projectiles damage radius float radius = this["damageRadius"].AsFloat(); if (radius <= 0) return; string damageType = this["damageType"]; float areaImpulse = this["areaImpulse"].AsFloat(); float radiusDamage = this["radiusDamage"].AsFloat(); CustomObjects.Utilities.radiusDamage.RadiusDamage(proj, pos, radius, radiusDamage, damageType, areaImpulse); }
public override void onCollision(Projectile proj, SceneObject col, float fade, Point3F pos, Point3F normal) { // Apply damage to the object all shape base objects if (this["directDamage"].AsFloat() > 0) { if ((console.getTypeMask(col) & (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) == (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) { ShapeBase shapebase = col._ID; shapebase.damage(proj, pos, this["directDamage"].AsFloat(), this["damageType"]); } } }
public virtual void onCollision(Projectile proj, SceneObject col, float fade, Point3F pos, Point3F normal){}
public virtual void onExplode(Projectile proj, Point3F pos, float fade){}