public DeclareHitToOthers ( int damage, Vector3 point, PlayerPresence instigator ) : void | ||
damage | int | |
point | Vector3 | |
instigator | PlayerPresence | |
return | void |
bool DoDamageTo(Transform t, Vector3 point) { HealthScript health = t.GetComponentInParent <HealthScript>(); // err, kinda lame, this is so that the collider can be // directly inside the damaged object rather than on it, // useful when the damage collider is different from the // real collider // Don't do anything if we aren't dealing any damage if (damage > 0 && health != null) { if (health.PlayerScript.Possessor != Instigator && // No Friendly Fire uLink.Network.player == Instigator.networkView.owner) // only do damage from net player that fired { GetComponent <AudioSource>().Play(); //Hitreg Sound health.DeclareHitToOthers(damage, point, Instigator); return(true); } } return(false); }