public override void onExplode(Projectile proj, Point3F pos, float fade)
 {
     // Damage objects within the projectiles damage radius
     float radius = this["damageRadius"].AsFloat();
     if (radius <= 0)
         return;
     string damageType = this["damageType"];
     float areaImpulse = this["areaImpulse"].AsFloat();
     float radiusDamage = this["radiusDamage"].AsFloat();
     CustomObjects.Utilities.radiusDamage.RadiusDamage(proj, pos, radius, radiusDamage, damageType, areaImpulse);
 }
 public override void onCollision(Projectile proj, SceneObject col, float fade, Point3F pos, Point3F normal)
 {
     // Apply damage to the object all shape base objects
     if (this["directDamage"].AsFloat() > 0)
         {
         if ((console.getTypeMask(col) & (uint) SceneObjectTypesAsUint.ShapeBaseObjectType) == (uint) SceneObjectTypesAsUint.ShapeBaseObjectType)
             {
             ShapeBase shapebase = col._ID;
             shapebase.damage(proj, pos, this["directDamage"].AsFloat(), this["damageType"]);
             }
         }
 }
public virtual  void onCollision(Projectile proj, SceneObject col, float fade, Point3F pos, Point3F normal){}
public virtual  void onExplode(Projectile proj, Point3F pos, float fade){}