コード例 #1
0
        public void HealthPatchOnCollision(coItemData healthkit_datablock, coSceneObject healthkit_instance, coPlayer player)
            {
            if (player.getDamageLevel() <= 0.00 || player.getState() == "Dead")
                return;

            player.applyRepair(healthkit_datablock["repairAmount"].AsFloat());

            healthkit_instance.call("schedulePop");


            //coGameConnection client = player["client"];
            //if (!client.isObject())
            //    return;
            //using (BackgroundWorker bwr = new BackgroundWorker())
            //    {
            //    bwr.DoWork += bwr_UpdateHealth;
            //    bwr.RunWorkerAsync(new HealthKitHelper(player, healthkit_instance));
            //    }

            AudioServerPlay3D("HealthUseSound", player.getTransform());
            }
コード例 #2
0
        public void ArmorDamage(coPlayerData datablock, coPlayer player, TransformF position, coPlayer sourceobject, float damage, string damageType)
            {
            if (!player.isObject())
                return;
            if (player.getState() == "Dead")
                return;
            if (damage == 0.0)
                return;


            player.applyDamage(damage);

            const string location = "Body";

            //PlayerUpdateHealth(player);

            coGameConnection client = player["client"];
            //Only continue if it is a player, if it is an AI return.
            if (!client.isObject())
                return;


            coGameConnection sourceClient = null;
            if (sourceobject != 0)
                sourceClient = sourceobject["client"];


            if (player.getDamageLevel() >= 99)
                player.unmountImage(0);

            // Determine damage direction
            if (damageType != "Suicide")
                PlayerSetDamageDirection(player, sourceobject, position);

            if (player.getState() == "Dead")
                GameConnectionOnDeath(client, sourceobject, sourceClient, damageType, location);
            }