public void ProjectileDataOnCollision(coProjectileData datablock, coProjectile projectile, coShapeBase shapebase, string fad, Point3F pos, string normal) { // Apply damage to the object all shape base objects if (datablock["directDamage"].AsFloat() > 0) if ((console.getTypeMask(shapebase) & (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) == (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) ShapeBaseDamage(shapebase,projectile.ID, pos, datablock["directDamage"].AsFloat(), datablock["damageType"]); }
public void ProjectileDataOnExplode(coProjectileData data, coProjectile proj, Point3F position, string mod) { // Damage objects within the projectiles damage radius float radius = data["damageRadius"].AsFloat(); if (radius <= 0) return; string damageType = data["damageType"]; float areaImpulse = data["areaImpulse"].AsFloat(); float radiusDamage = data["radiusDamage"].AsFloat(); RadiusDamage((coPlayer) proj.ID, position, radius, radiusDamage, damageType, areaImpulse); }