public static void SimpleDeath(List <DeathServerData> deaths, List <ObjectHitInfo> objs, Player killer, Player victim, int damage, int weapon, int hitPart, CHARA_DEATH deathType) { victim._life -= damage; if (victim._life <= 0) { DamageManager.SetDeath(deaths, victim, deathType); } else { DamageManager.SetHitEffect(objs, victim, killer, deathType, hitPart); } objs.Add(new ObjectHitInfo(2) { objId = victim._slot, objLife = victim._life, hitPart = hitPart, killerId = killer._slot, Position = (Half3)((Vector3)victim.Position - (Vector3)killer.Position), deathType = deathType, weaponId = weapon }); }
public static void BoomDeath(Room room, Player pl, int weaponId, List <DeathServerData> deaths, List <ObjectHitInfo> objs, List <int> BoomPlayers) { if (BoomPlayers == null || BoomPlayers.Count == 0) { return; } for (int index = 0; index < BoomPlayers.Count; ++index) { int boomPlayer = BoomPlayers[index]; Player p; if (room.getPlayer(boomPlayer, out p) && !p.isDead) { DamageManager.SetDeath(deaths, p, CHARA_DEATH.OBJECT_EXPLOSION); objs.Add(new ObjectHitInfo(2) { hitPart = 1, deathType = CHARA_DEATH.OBJECT_EXPLOSION, objId = boomPlayer, killerId = pl._slot, weaponId = weaponId }); } } }