public void ApplyBaseHitImpact(HitEvent evt, ShaftAimingImpactNode weapon) { 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]; base.PrepareImpactForHitTarget(weapon.Entity, target, impactForce, 1f); } }
private void MakeImpactOnAnyAimingShot(float aimingHitPower, List <HitTarget> targets, ShaftAimingImpactNode weapon) { float maxImpactForce = (weapon.shaftAimingImpact.MaxImpactForce - weapon.impact.ImpactForce) * aimingHitPower; int count = targets.Count; for (int i = 0; i < count; i++) { HitTarget target = targets[i]; base.PrepareImpactForHitTarget(weapon.Entity, target, maxImpactForce, 1f); } }
public void MakeAimingHitImpact(SelfShaftAimingHitEvent evt, ShaftAimingImpactNode weapon) { this.MakeImpactOnAnyAimingShot(evt.HitPower, evt.Targets, weapon); }