public void ProximityMineDataDamage(coProximityMineData datablock, coProximityMine shapebase, TransformF position, coShapeBase source, string amount, string damageType)
     {
     // Explode if any damage is applied to the mine
     int r = 50 + (new Random().Next(0, 50));
     shapebase.schedule(r.AsString(), "explode");
     }
 public void ProximityMineDataOnExplode(coProximityMineData datablock, coProximityMine shapebase, Point3F position)
     {
     // Damage objects within the mine's damage radius
     if (datablock["damageRadius"].AsFloat() > 0)
         RadiusDamage(shapebase, position, datablock["damageRadius"].AsFloat(), datablock["radiusDamage"].AsFloat(), datablock["damageType"], datablock["areaImpulse"].AsFloat());
     }
 public void ProximityMineDataOnTriggered(coProximityMineData datablock, coProximityMine obj, string target)
     {
     }
 public void ProxMineOnInventory(coProximityMine thisobj, coPlayer player, int amount)
     {
     coGameConnection client = player["client"];
     if (client.isObject())
         GameConnectionSetAmmoAmountHud(client, 1, amount);
     if ((amount == 0) && player.isMethod("getMountSlot"))
         ShapeBaseCycleWeapon(player, "prev");
     }
 public void ProxMineOnPickup(coProximityMine thisobj, coPlayer obj, string shape, string amount)
     {
     // Act like a weapon on pickup
     console.Call_Classname("Weapon", "onPickup", new string[] {thisobj, obj, shape, amount});
     }
 public void ProxMineOnUser(coProximityMine thisobj, coPlayer obj)
     {
     // Act like a weapon on use
     console.Call_Classname("Weapon", "onUse", new String[] {thisobj, obj});
     }