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Nov 1st, 2015
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  1.  
  2. function AIData::onDamage(%this, %obj, %delta)
  3. {
  4. if(!isObject(%obj)) return;
  5. %obj.setstate($botstate_PathToNearest);
  6. if(%obj.getstate() $="Dead")
  7. {
  8. //take finger off trigger
  9. %obj.setImageTrigger(0, 0);
  10. $curKills++;
  11. updateKillScore();
  12. tryUnlock();
  13. }
  14. %obj.clearAim();
  15. %obj.enemy = -1;
  16.  
  17. %Decalposition = VectorAdd(getRandom()*2-1 SPC getRandom()*2-1 SPC "0", %obj.getPosition());
  18. %normal[0] = "0.0 0.0 1.0";
  19. %normal[1] = "0.0 1.0 0.0";
  20. %normal[2] = "1.0 0.0 0.0";
  21. %normal[3] = "0.0 0.0 -1.0";
  22. %normal[4] = "0.0 -1.0 0.0";
  23. %normal[5] = "-1.0 0.0 0.0";
  24. %percentTrauma = %delta/%this.maxDamage;
  25. for (%i=0;%i<6;%i++)
  26. %decalObj = decalManagerAddDecal(%Decalposition, %normal[%i], getRandom()*90, (getRandom(%percentTrauma)+%percentTrauma)*10, TraumaZ_E, false);
  27.  
  28. %obj.damagemark+=%delta;
  29. // If the pain is excessive, let's hear about it.
  30. if ((%obj.damagemark > (%this.maxDamage/3))||(%delta > 10))
  31. {
  32. %obj.irritated = true;
  33. %obj.damagemark = 0;
  34. %obj.playPain();
  35. }
  36. }
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