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- function AIData::onDamage(%this, %obj, %delta)
- {
- if(!isObject(%obj)) return;
- %obj.setstate($botstate_PathToNearest);
- if(%obj.getstate() $="Dead")
- {
- //take finger off trigger
- %obj.setImageTrigger(0, 0);
- $curKills++;
- updateKillScore();
- tryUnlock();
- }
- %obj.clearAim();
- %obj.enemy = -1;
- %Decalposition = VectorAdd(getRandom()*2-1 SPC getRandom()*2-1 SPC "0", %obj.getPosition());
- %normal[0] = "0.0 0.0 1.0";
- %normal[1] = "0.0 1.0 0.0";
- %normal[2] = "1.0 0.0 0.0";
- %normal[3] = "0.0 0.0 -1.0";
- %normal[4] = "0.0 -1.0 0.0";
- %normal[5] = "-1.0 0.0 0.0";
- %percentTrauma = %delta/%this.maxDamage;
- for (%i=0;%i<6;%i++)
- %decalObj = decalManagerAddDecal(%Decalposition, %normal[%i], getRandom()*90, (getRandom(%percentTrauma)+%percentTrauma)*10, TraumaZ_E, false);
- %obj.damagemark+=%delta;
- // If the pain is excessive, let's hear about it.
- if ((%obj.damagemark > (%this.maxDamage/3))||(%delta > 10))
- {
- %obj.irritated = true;
- %obj.damagemark = 0;
- %obj.playPain();
- }
- }
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