//void	CPhysicsShellHolder::Hit(float P, Fvector &dir, CObject* who, s16 element,
//						 Fvector p_in_object_space, float impulse, ALife::EHitType hit_type)
void	CPhysicsShellHolder::Hit					(SHit* pHDS)
{
	PHHit(pHDS->damage(),pHDS->dir,pHDS->who,pHDS->boneID,pHDS->p_in_bone_space,pHDS->impulse,pHDS->hit_type);
#ifdef OBJECTS_RADIOACTIVE
	if (ALife::eHitTypeRadiation == pHDS->hit_type)
	{
		m_fRadiationRestoreSpeed += m_fRadiationAccumFactor * pHDS->power;
		clamp<float> (m_fRadiationRestoreSpeed, -m_fRadiationAccumLimit, m_fRadiationAccumLimit);
	}
#endif
}
Beispiel #2
0
//void	CPhysicsShellHolder::Hit(float P, Fvector &dir, CObject* who, s16 element,
//						 Fvector p_in_object_space, float impulse, ALife::EHitType hit_type)
void	CPhysicsShellHolder::Hit					(SHit* pHDS)
{
	PHHit(*pHDS);
}