protected UnitDamage(UnitDamage damage) { this.Source = damage.Source; this.Target = damage.Target; this.MinDamage = damage.MinDamage; this.MaxDamage = damage.MaxDamage; this.AverageDamage = damage.AverageDamage; this.IsPredicted = true; }
public RangedDamage(UnitDamage damage) : base(damage) { this.hitTime = damage.HitTime + damage.Source.Unit.SecondsPerAttack; this.includeTime = damage.IncludeTime + damage.Source.Unit.GetAttackBackswing(); }