Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/DamageModifier.cs
Alex Noir 32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00

67 lines
1.3 KiB
C#

using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma
{
class DamageModifier
{
[Serialize(DamageType.None, false)]
public DamageType DamageType
{
get;
private set;
}
[Serialize(1.0f, false)]
public float DamageMultiplier
{
get;
private set;
}
[Serialize(1.0f, false)]
public float BleedingMultiplier
{
get;
private set;
}
[Serialize("0.0,360", false)]
public Vector2 ArmorSector
{
get;
private set;
}
[Serialize(true, false)]
public bool IsArmor
{
get;
private set;
}
[Serialize(true, false)]
public bool DeflectProjectiles
{
get;
private set;
}
#if CLIENT
[Serialize("", false)]
public string DamageSound
{
get;
private set;
}
#endif
public DamageModifier(XElement element)
{
SerializableProperty.DeserializeProperties(this, element);
ArmorSector = new Vector2(MathHelper.ToRadians(ArmorSector.X), MathHelper.ToRadians(ArmorSector.Y));
}
}
}