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