private void PrepareImpactByBaseHitEvent(HitEvent evt, ImpactWeakeningNode weapon)
        {
            DamageWeakeningByDistanceComponent damageWeakeningByDistance = weapon.damageWeakeningByDistance;
            List <HitTarget> targets = evt.Targets;
            int   count       = targets.Count;
            float impactForce = weapon.impact.ImpactForce;

            for (int i = 0; i < count; i++)
            {
                HitTarget target                 = targets[i];
                float     hitDistance            = target.HitDistance;
                float     impactWeakeningByRange = base.GetImpactWeakeningByRange(hitDistance, damageWeakeningByDistance);
                base.PrepareImpactForHitTarget(weapon.Entity, target, impactForce, impactWeakeningByRange);
            }
        }
 public void PrepareImpact(HitEvent evt, ImpactWeakeningNode weapon)
 {
     this.PrepareImpactByBaseHitEvent(evt, weapon);
 }