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BloodknightStudios

Blood spray Bugfix

Nov 1st, 2015
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  1. function AIData::onDamage(%this, %obj, %delta)
  2. {
  3. if(!isObject(%obj)) return;
  4. %obj.setstate($botstate_PathToNearest);
  5. if(%obj.getstate() $="Dead")
  6. {
  7. //take finger off trigger
  8. %obj.setImageTrigger(0, 0);
  9. $curKills++;
  10. updateKillScore();
  11. tryUnlock();
  12. }
  13. %obj.clearAim();
  14. %obj.enemy = -1;
  15.  
  16. %Decalposition = VectorAdd(getRandom()*2-1 SPC getRandom()*2-1 SPC "0", %obj.getPosition());
  17. %normal[0] = "0.0 0.0 1.0";
  18. %normal[1] = "0.0 1.0 0.0";
  19. %normal[2] = "1.0 0.0 0.0";
  20. %normal[3] = "0.0 0.0 -1.0";
  21. %normal[4] = "0.0 -1.0 0.0";
  22. %normal[5] = "-1.0 0.0 0.0";
  23. %percentTrauma = %delta/%this.maxDamage;
  24. for (%i=0;%i<6;%i++)
  25. %decalObj = decalManagerAddDecal(%Decalposition, %normal[%i], getRandom()*90, (getRandom(%percentTrauma)+%percentTrauma)*10, TraumaZ_E, false);
  26.  
  27. %obj.damagemark+=%delta;
  28. // If the pain is excessive, let's hear about it.
  29. if ((%obj.damagemark > (%this.maxDamage/3))||(%delta > 10))
  30. {
  31. %obj.irritated = true;
  32. %obj.damagemark = 0;
  33. %obj.playPain();
  34. }
  35. }
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