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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. super.OnProjectileCollision(pos, normal, collidingComponent, hitCollisionsGroups, actorIndex, shapeIndex);
  4.  
  5. if ( !dealDamageEvenIfDodging && victim == thePlayer && ( GetAttitudeBetween( victim, caster ) == AIA_Friendly || ( thePlayer.IsCurrentlyDodging() && ( thePlayer.IsCiri() || thePlayer.GetBehaviorVariable( 'isRolling' ) == 1.f ) ) ) )
  6. {
  7. victim = NULL;
  8. ignore = true;
  9. }if( (FactsQuerySum("NewGamePlus") <= 0 || !ModGeraltLevelScalesShouldBuffNGP()) && caster == thePlayer/*&& ((CNewNPC)victim) && victim!=thePlayer*/){projDMG = projDMG + (( projDMG * 0.025f ) * ((CNewNPC)victim).GetLevel());return true;}// }//modgeraltlevelscales
  10. }
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