private void OnDamage(OnDamageOptions options) { // Blood effect if (options.drawBlood) { bloodEffectPoolManager.ActivatePooledObject(options.point, Quaternion.LookRotation(options.normal)); } // Take damage if not friendly fire if (GameManager.instance.friendlyFire || options.inflictingPlayer.team != team || options.inflictingPlayer == this) { health -= options.damage; if (isAlive && health <= 0) { // Die isAlive = false; respawnTimeLeft = respawnTime; SetRagdoll(true); ragdollRigidbodies[0].AddForceAtPosition(options.damageDirection * ragdollDeathImpulse, options.point, ForceMode.Impulse); } } }