private void CmdDamage(NetworkInstanceId hit, float distance) { NetworkEntity ne = ClientScene.FindLocalObject(hit).GetComponent <NetworkEntity>(); //float distance = Vector2.Distance(owner.attacking_offset.position, ne.transform.position); if (fall_off_type == FalloffType.Hard) { ne.ChangeHealth(owner, -damage * (1 - distance / max_distance)); } else if (fall_off_type == FalloffType.Medium) { ne.ChangeHealth(owner, -damage * (1 - distance / max_distance) * 0.5f - damage * 0.5f); } else if (fall_off_type == FalloffType.None) { ne.ChangeHealth(owner, -damage); } }