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Sep 19th, 2019
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  1. event OnProjectileCollision( pos, normal : Vector, collidingComponent : CComponent, hitCollisionsGroups : array< name >, actorIndex : int, shapeIndex : int )
  2. {
  3.     var dmgMult : float; // FCR3
  4.  
  5.     super.OnProjectileCollision(pos, normal, collidingComponent, hitCollisionsGroups, actorIndex, shapeIndex);
  6.  
  7.     if ( !dealDamageEvenIfDodging && victim == thePlayer && ( GetAttitudeBetween( victim, caster ) == AIA_Friendly || ( thePlayer.IsCurrentlyDodging() && ( thePlayer.IsCiri() || thePlayer.GetBehaviorVariable( 'isRolling' ) == 1.f ) ) ) )
  8.     {
  9.         victim = NULL;
  10.         ignore = true;
  11.     }
  12.     if( (FactsQuerySum("NewGamePlus") <= 0 || !ModGeraltLevelScalesShouldBuffNGP()) && caster == thePlayer)
  13.     {
  14.         projDMG = projDMG + (( projDMG * 0.025f ) * ((CNewNPC)victim).GetLevel());
  15.         return true;
  16.     }
  17.     if(false)
  18.     // FCR3 --
  19.     if ( thePlayer.IsCiri() && (CActor)victim )
  20.     {
  21.         projDMG = projDMG + (( projDMG * 0.025f ) * ((CActor)victim).GetLevel());
  22.     }
  23.     else
  24.     {
  25.         projDMG = projDMG + (( projDMG * 0.025f ) * thePlayer.GetLevel());
  26.     }
  27.     // -- FCR3
  28.     }
  29. }
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