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); }