public void UpdateDataBeforeHit(SendHitToServerEvent e, HitNode weapon, [JoinSelf] SingleNode <ShootableComponent> node) { if (this.HasHit(e.TargetingData, weapon.streamHitConfig)) { this.UpdateHitData(weapon, e.TargetingData, true); } }
public void SendHitToServer(SendHitToServerEvent e, UnblockedWeaponNode weapon) { SelfHitEvent eventInstance = new SelfHitEvent(e.Targets, e.StaticHit) { ShotId = weapon.shotId.ShotId }; base.ScheduleEvent(eventInstance, weapon); }
public void SendHitToServer(SendHitToServerEvent e, ShaftNode weapon) { if (e.TargetingData.BestDirection.HasAnyHit()) { SelfShaftAimingHitEvent eventInstance = new SelfShaftAimingHitEvent(HitTargetAdapter.Adapt(e.TargetingData.BestDirection.Targets), e.TargetingData.BestDirection.StaticHit) { HitPower = 0f }; base.ScheduleEvent(eventInstance, weapon); } }
public void UpdateExistenceBeforeHit(SendHitToServerEvent e, CheckingNode weapon, [JoinSelf] SingleNode <ShootableComponent> node) { this.UpdateHitExistence(e.TargetingData, weapon); }