public override void OnTerrainCollision(Terrain terrain, Vector2 position) { if (Ballz.The().Match.IsRemoteControlled) { return; } float impact = 0.04f * Velocity.Length() * BulletHoleRadius; if (impact > 0.2) { // Destroy terrain and die terrain.SubtractCircle(position.X, position.Y, impact); } onAnyCollision(); }
public override void OnTerrainCollision(Terrain terrain, Vector2 position) { if (Ballz.The().Match.IsRemoteControlled) return; float impact = 0.04f * Velocity.Length() * BulletHoleRadius; if (impact > 0.2) { // Destroy terrain and die terrain.SubtractCircle(position.X, position.Y, impact); } onAnyCollision(); }