//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_Roller::VPhysicsTakeDamage( const CTakeDamageInfo &info )
{
	if( RollerPhysicsDamageMask() & info.GetDamageType() )
	{
		SetCondition( COND_ROLLER_PHYSICS );
	}

	return BaseClass::VPhysicsTakeDamage( info );
}
Example #2
0
void CHL1BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
	{
		UTIL_BloodSpray( ptr->endpos, vecDir, BloodColor(), 4, FX_BLOODSPRAY_ALL );	
	}

	BaseClass::TraceAttack( info, vecDir, ptr, NULL );
}
void CHL1NPCTalker::TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
{
	if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
	{
		UTIL_BloodImpact( ptr->endpos, vecDir, BloodColor(), 4 );
	}

	BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
Example #4
0
// only shock damage counts as heavy (and thus causes a flinch even during normal running)
bool CASW_Harvester::IsHeavyDamage( const CTakeDamageInfo &info )
{
	// shock damage never causes flinching
	if (( info.GetDamageType() & DMG_SHOCK ) != 0 )
		return false;

	// explosions always cause a flinch
	if (( info.GetDamageType() & DMG_BLAST ) != 0 )
		return true;
	
	CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(info.GetAttacker());	
	if (pMarine && pMarine->GetActiveASWWeapon())
	{		
		return pMarine->GetActiveASWWeapon()->ShouldAlienFlinch(this, info);
	}

	return false;
}
Example #5
0
int CHL2MP_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
	//return here if the player is in the respawn grace period vs. slams.
	if ( gpGlobals->curtime < m_flSlamProtectTime &&  (inputInfo.GetDamageType() == DMG_BLAST ) )
		return 0;

	m_vecTotalBulletForce += inputInfo.GetDamageForce();
	
	return BaseClass::OnTakeDamage( inputInfo );
}
Example #6
0
int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
    // don't slash one of your own
    if ( ( inputInfo.GetDamageType() & DMG_SLASH ) && inputInfo.GetAttacker() && IRelationType( inputInfo.GetAttacker() ) == D_NU )
        return 0;

    Remember( bits_MEMORY_PROVOKED );

    return BaseClass::OnTakeDamage_Alive( inputInfo );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  :
// Output : 
//-----------------------------------------------------------------------------
void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	// Take no damage from trace attacks unless it's blast damage. RadiusDamage() sometimes calls
	// TraceAttack() as a means for delivering blast damage. Usually when the explosive penetrates
	// the target. (RPG missiles do this sometimes).
	if( info.GetDamageType() & (DMG_BLAST|DMG_AIRBOAT) )
	{
		BaseClass::TraceAttack( info, vecDir, ptr );
	}
}
int CRocketMissile::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	if ( ( info.GetDamageType() & (DMG_AIRBOAT) ) == false )
	{
		return 0;
	}

	int nRetVal = BaseClass::OnTakeDamage_Alive( info );

	return nRetVal;
}
Example #9
0
int CGrenadeFrag::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
	// Manually apply vphysics because BaseCombatCharacter takedamage doesn't call back to CBaseEntity OnTakeDamage
	VPhysicsTakeDamage( inputInfo );

	// Grenades only suffer blast damage and burn damage.
	if( !(inputInfo.GetDamageType() & (DMG_BLAST|DMG_BURN) ) )
		return 0;

	return BaseClass::OnTakeDamage( inputInfo );
}
Example #10
0
//-----------------------------------------------------------------------------
// Item crates blow up immediately
//-----------------------------------------------------------------------------
int CItem_ItemCrate::OnTakeDamage( const CTakeDamageInfo &info )
{
	if ( info.GetDamageType() & DMG_AIRBOAT )
	{
		CTakeDamageInfo dmgInfo = info;
		dmgInfo.ScaleDamage( 10.0 );
		return BaseClass::OnTakeDamage( dmgInfo );
	}

	return BaseClass::OnTakeDamage( info );
}
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info )
{
    //update damage info with our accumulated physics force
    CTakeDamageInfo subinfo = info;
    subinfo.SetDamageForce( m_vecTotalBulletForce );

#ifdef GE_DLL
    // Since we fixed force application, give the ragdoll an extra oomph to emphasize his death
    m_vecTotalBulletForce.x *= 2.5f;
    m_vecTotalBulletForce.y *= 2.5f;
    m_vecTotalBulletForce.z *= 2.0f;
#endif

    // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
    // because we still want to transmit to the clients in our PVS.
    CreateRagdollEntity();

#ifndef GE_DLL
    DetonateTripmines();
#endif

    BaseClass::Event_Killed( subinfo );

    if ( info.GetDamageType() & DMG_DISSOLVE )
    {
        if ( m_hRagdoll )
        {
            m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
        }
    }

#ifndef GE_DLL
    CBaseEntity *pAttacker = info.GetAttacker();

    if ( pAttacker )
    {
        int iScoreToAdd = 1;

        if ( pAttacker == this )
        {
            iScoreToAdd = -1;
        }

        GetGlobalTeam( pAttacker->GetTeamNumber() )->AddMatchScore( iScoreToAdd );
    }
#endif

    FlashlightTurnOff();

    m_lifeState = LIFE_DEAD;

    RemoveEffects( EF_NODRAW );	// still draw player body
    StopZooming();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeaponBrickbat::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( info.GetDamageType() & DMG_BULLET)
	{
		if ( BrickBatAmmoArray[m_iCurrentAmmoType].m_nAmmoType == BRICKBAT_ROCK )
		{
			g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
		}	
	}
	BaseClass::TraceAttack( info, vecDir, ptr );
}
Example #13
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int CASW_PropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
	//Do scaled up physics damage to the car
	CTakeDamageInfo info = inputInfo;
	info.ScaleDamage( 25 );
	
	// HACKHACK: Scale up grenades until we get a better explosion/pressure damage system
	if ( inputInfo.GetDamageType() & DMG_BLAST )
	{
		info.SetDamageForce( inputInfo.GetDamageForce() * 10 );
	}
	VPhysicsTakeDamage( info );

	// reset the damage
	info.SetDamage( inputInfo.GetDamage() );

	// small amounts of shock damage disrupt the car, but aren't transferred to the player
	if ( info.GetDamageType() == DMG_SHOCK )
	{
		if ( info.GetDamage() <= 10 )
		{
			// take 10% damage and make the engine stall
			info.ScaleDamage( 0.1 );
			m_throttleDisableTime = gpGlobals->curtime + 2;
		}
	}

	//Check to do damage to driver
	if ( GetDriver() )
	{
		//Take no damage from physics damages
		if ( info.GetDamageType() & DMG_CRUSH )
			return 0;

		// Take the damage (strip out the DMG_BLAST)
		info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
		GetDriver()->TakeDamage( info );
	}

	return 0;
}
Example #14
0
void CNPC_Gargantua::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	CTakeDamageInfo subInfo = info;

	if ( !IsAlive() )
	{
		BaseClass::TraceAttack( subInfo, vecDir, ptr );
		return;
	}

	// UNDONE: Hit group specific damage?
	if ( subInfo.GetDamageType() & ( GARG_DAMAGE | DMG_BLAST ) )
	{
		if ( m_painSoundTime < gpGlobals->curtime )
		{
			CPASAttenuationFilter filter( this );
			EmitSound( filter, entindex(), "Garg.Pain" );

			m_painSoundTime = gpGlobals->curtime + random->RandomFloat( 2.5, 4 );
		}
	}

	int bitsDamageType = subInfo.GetDamageType();

	bitsDamageType &= GARG_DAMAGE;

	subInfo.SetDamageType( bitsDamageType );

	if ( subInfo.GetDamageType() == 0 )
	{
		if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 100 ) < 20) )
		{
			g_pEffects->Ricochet(ptr->endpos, -vecDir );
			m_flDmgTime = gpGlobals->curtime;
		}

		subInfo.SetDamage( 0 );
	}

	BaseClass::TraceAttack( subInfo, vecDir, ptr );
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	// Only take blast damage
	if (info.GetDamageType() & DMG_BLAST )
	{
		return BaseClass::OnTakeDamage_Alive( info );
	}
	else
	{
		return 0;
	}
}
Example #16
0
//-----------------------------------------------------------------------------
// Purpose: Twiddle damage based on certain criteria
//-----------------------------------------------------------------------------
int CNPC_AntlionGrub::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	CTakeDamageInfo newInfo = info;

	// Always squash on a crowbar hit
	if ( newInfo.GetDamageType() & DMG_CLUB )
	{
		newInfo.SetDamage( GetHealth() + 1.0f );
	}

	return BaseClass::OnTakeDamage_Alive( newInfo );
}
int CNPC_Gargantua::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	CTakeDamageInfo subInfo = info;

	float flDamage = subInfo.GetDamage();

	if ( IsAlive() )
	{
		if ( !(subInfo.GetDamageType() & GARG_DAMAGE) )
		{
			 flDamage *= 0.01;
			 subInfo.SetDamage( flDamage );
		}
		if ( subInfo.GetDamageType() & DMG_BLAST )
		{
			SetCondition( COND_LIGHT_DAMAGE );
		}
	}

	return BaseClass::OnTakeDamage_Alive( subInfo );
}
Example #18
0
int DotaObjective::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
	if ( m_bMet )
		return 0;	

	if ( !(inputInfo.GetDamageType() & DMG_BULLET) )
	{
		CHL2MP_Player * playerAttacker = ToHL2MPPlayer( inputInfo.GetAttacker() );

		CreepMaker * maker = (CreepMaker*)gEntList.FindEntityByName( NULL, m_creepMakerName );
		if ( !maker )
			AssertMsg( false, "Objective can't find its creepmaker!\n" );
		
		CAI_BaseNPC * guardian = (CAI_BaseNPC*)gEntList.FindEntityByName( NULL, m_guardianName );	
		if( guardian && guardian->IsAlive() )
		{
			if( playerAttacker )
				ClientPrint( playerAttacker, HUD_PRINTTALK, UTIL_VarArgs("The guradian is alive in this lane, you can't hurt the gate.\n") );
		}
		else
		{
			m_timesHit++;
			m_timesHit = min(m_timesHit, OBJECTIVE_HEALTHI); // make sure times hit never goes above the maximum times an objective can be hit!

			CRecipientFilter user;
			user.AddRecipientsByTeam( this->GetTeam() );
			user.MakeReliable();
			char szText[200];
			Q_snprintf( szText, sizeof(szText), "Your ally gate is under attack from an enemy!" );
			UTIL_ClientPrintFilter( user, HUD_PRINTCENTER, szText );
			
			if( playerAttacker )
				ClientPrint( playerAttacker, HUD_PRINTTALK, UTIL_VarArgs("Gate has %i health left.\n", OBJECTIVE_HEALTHI - m_timesHit) );

			if (m_timesHit >= OBJECTIVE_HEALTHI)
			{
				TakeAction(DOBJ_ACTION_CLOSE);
			} else {
				IGameEvent *pEvent = gameeventmanager->CreateEvent( "objectivegate_attacked" );

				if ( pEvent )
				{
					pEvent->SetString( "lane", GetLane() );
					pEvent->SetInt( "team", this->GetTeamNumber() );
					pEvent->SetFloat( "health", (OBJECTIVE_HEALTHF - m_timesHit)/OBJECTIVE_HEALTHF );
					gameeventmanager->FireEvent( pEvent );
				}
			}
		}
	}

	return 0;
}
Example #19
0
//---------------------------------------------------------
//---------------------------------------------------------
int CASW_Zombie::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
#ifndef HL2_EPISODIC
	if ( info.GetDamageType() & DMG_BUCKSHOT )
	{
		if( !m_fIsTorso && info.GetDamage() > (m_iMaxHealth/3) )
		{
			// Always flinch if damaged a lot by buckshot, even if not shot in the head.
			// The reason for making sure we did at least 1/3rd of the zombie's max health
			// is so the zombie doesn't flinch every time the odd shotgun pellet hits them,
			// and so the maximum number of times you'll see a zombie flinch like this is 2.(sjb)
			AddGesture( ACT_GESTURE_FLINCH_HEAD );
		}
	}
#endif // HL2_EPISODIC
	// catching on fire
	int result = 0;

	// scale burning damage up
	if (dynamic_cast<CEntityFlame*>(info.GetAttacker()))
	{
		CTakeDamageInfo newDamage = info;		
		newDamage.ScaleDamage(asw_fire_zombie_damage_scale.GetFloat());
		result = BaseClass::OnTakeDamage_Alive(newDamage);
	}
	else
	{
		result = BaseClass::OnTakeDamage_Alive(info);
	}

	// if we take fire damage, catch on fire
	if (result > 0 && (info.GetDamageType() & DMG_BURN))
		ASW_Ignite(30.0f, 0, info.GetAttacker());

	//CASW_Marine* pMarine = dynamic_cast<CASW_Marine*>(info.GetAttacker());
	//if (pMarine)
		//pMarine->HurtAlien(this);

	return BaseClass::OnTakeDamage_Alive( info );
}
void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info)
{
#if !defined(TF_DLL) && !defined(CSTRIKE_DLL)
	if(!pPlayer->HasHaptics())
		return;// do not send to non haptic users.

	Vector DamageDirection(0,0,0);
	CBaseEntity *eInflictor = info.GetInflictor();
	// Pat: nuero toxix crash fix
	if(!eInflictor) {
		return;
	}
	// Player Data
	Vector playerPosition = pPlayer->GetLocalOrigin();
	Vector inflictorPosition = eInflictor->GetLocalOrigin();

	Vector posWithDir = playerPosition + (playerPosition - inflictorPosition);
	pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection);
	QAngle dir(0,0,0);
	VectorAngles(DamageDirection, dir);
	float yawAngle = dir[YAW];
	float pitchAngle = dir[PITCH];

	int bitDamageType = info.GetDamageType();

	if(bitDamageType & DMG_FALL)
	{
		pitchAngle = ((float)-90.0); // coming from beneath
	}
	else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0)
	{
		// just burn, use the z axis here.
		pitchAngle = 0.0;
	}
#ifdef TERROR
	else if(
		(bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) && 
		(bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 )
	{
		// it is time based. and should not really do a punch.
		return;
	}
#endif
	
	float sendDamage = info.GetDamage();

	if(sendDamage>0.0f)
	{
		HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType );
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
//-----------------------------------------------------------------------------
int CNPC_Portal_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info )
{
	if ( m_lifeState == LIFE_ALIVE && ( info.GetDamageType() & DMG_BULLET ) && !info.GetAttacker()->IsPlayer() )
	{
		if ( gpGlobals->curtime > m_fNextTalk )
		{
			EmitSound( GetTurretTalkName( PORTAL_TURRET_SHOTAT ) );
			m_fNextTalk = gpGlobals->curtime + 3.0f;
		}
	}

	return BaseClass::OnTakeDamage( info );
}
int CNPC_Portal_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	// Taking damage from myself, make sure it's fatal.
	CTakeDamageInfo infoCopy = info;

	if ( infoCopy.GetDamageType() == DMG_CRUSH )
	{
		infoCopy.SetDamage( GetHealth() );
		infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC );
	}

	return BaseClass::BaseClass::OnTakeDamage_Alive( infoCopy );
}
Example #23
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
{
	CTakeDamageInfo info = inputInfo;
	if ( ptr->hitbox != VEHICLE_HITBOX_DRIVER )
	{
		if ( inputInfo.GetDamageType() & DMG_BULLET )
		{
			info.ScaleDamage( 0.0001 );
		}
	}

	BaseClass::TraceAttack( info, vecDir, ptr );
}
//-----------------------------------------------------------------------------
// Purpose: Prevent Team Damage
//-----------------------------------------------------------------------------
int CBaseObjectUpgrade::OnTakeDamage( const CTakeDamageInfo &info )
{
#if !defined( CLIENT_DLL )
	// Check teams
	if ( info.GetDamageType() & DMG_BLAST )
	{
		return 0;
	}

	return BaseClass::OnTakeDamage( info );
#else
	return 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pevInflictor - 
//			pevAttacker - 
//			flDamage - 
//			bitsDamageType - 
// Output : 
//-----------------------------------------------------------------------------
int CNPC_Headcrab::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
	CTakeDamageInfo info = inputInfo;

	//
	// Don't take any acid damage.
	//
	if ( info.GetDamageType() & DMG_ACID )
	{
		return 0;
	}

	return BaseClass::OnTakeDamage_Alive( info );
}
int CPhysicsCannister::OnTakeDamage( const CTakeDamageInfo &info )
{
	// HACKHACK: Shouldn't g_vecAttackDir be a parameter to this function?
	if ( !m_takedamage )
		return 0;

	if ( !m_active )
	{
		m_iHealth -= info.GetDamage();
		if ( m_iHealth < 0 )
		{
			Explode( info.GetAttacker() );
		}
		else
		{
			// explosions that don't destroy will activate
			// 50% of the time blunt damage will activate as well
			if ( (info.GetDamageType() & DMG_BLAST) ||
				( (info.GetDamageType() & (DMG_CLUB|DMG_SLASH|DMG_CRUSH) ) && random->RandomInt(1,100) < 50 ) )
			{
				CannisterActivate( info.GetAttacker(), g_vecAttackDir );
			}
		}
		return 1;
	}

	if ( (gpGlobals->curtime - m_activateTime) <= 0.1 )
		return 0;

	if ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BURN|DMG_BLAST) )
	{
		Explode( info.GetAttacker() );
	}

	return 0;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int CTFWeaponBaseGrenadeProj::OnTakeDamage( const CTakeDamageInfo &info )
{
	CTakeDamageInfo info2 = info;

	// Reduce explosion damage so that we don't get knocked too far
	if ( info.GetDamageType() & DMG_BLAST )
	{
		info2.ScaleDamageForce( 0.05 );
	}

	// We need to skip back to the base entity take damage, because
	// CBaseCombatCharacter doesn't, which prevents us from reacting
	// to physics impact damage.
	return CBaseEntity::OnTakeDamage( info2 );
}
// Крематор игнорирует урон огнем
int CNPC_Cremator::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	CTakeDamageInfo newInfo = info;
	if( newInfo.GetDamageType() & DMG_BURN)
	{
		newInfo.ScaleDamage( 0 );
		DevMsg( "Fire damage; no actual damage is taken\n" );
	}	

	int nDamageTaken = BaseClass::OnTakeDamage_Alive( newInfo );

//	m_bHeadshot = false;
//	m_bCanisterShot = false;

	return nDamageTaken;
}
Example #29
0
void CNPC_Crow::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	CTakeDamageInfo	newInfo = info;

	if ( info.GetDamageType() & DMG_PHYSGUN )
	{
		Vector	puntDir = ( info.GetDamageForce() * 5000.0f );

		newInfo.SetDamage( m_iMaxHealth );

		PainSound( newInfo );
		newInfo.SetDamageForce( puntDir );
	}

	BaseClass::TraceAttack( newInfo, vecDir, ptr );
}
Example #30
0
//-----------------------------------------------------------------------------
// Purpose: Allows us to make damage exceptions that are breakable-specific.
//-----------------------------------------------------------------------------
int CBreakable::OnTakeDamage( const CTakeDamageInfo &info )
{
	Vector	vecTemp;

	CTakeDamageInfo subInfo = info;

	// If attacker can't do at least the min required damage to us, don't take any damage from them
	if ( m_takedamage == DAMAGE_NO || info.GetDamage() < m_iMinHealthDmg )
		return 0;

	// Check our damage filter
	if ( !PassesDamageFilter(subInfo) )
	{
		m_bTookPhysicsDamage = false;
		return 1;
	}

	vecTemp = subInfo.GetInflictor()->GetAbsOrigin() - WorldSpaceCenter();

	if (!IsBreakable())
		return 0;

	float flPropDamage = GetBreakableDamage( subInfo, assert_cast<IBreakableWithPropData*>(this) );
	subInfo.SetDamage( flPropDamage );
	
	int iPrevHealth = m_iHealth;
	BaseClass::OnTakeDamage( subInfo );

	// HACK: slam health back to what it was so UpdateHealth can do its thing
	int iNewHealth = m_iHealth;
	m_iHealth = iPrevHealth;
	if ( !UpdateHealth( iNewHealth, info.GetAttacker() ) )
		return 1;

	// Make a shard noise each time func breakable is hit, if it's capable of taking damage
	if ( m_takedamage == DAMAGE_YES )
	{
		// Don't play shard noise if being burned.
		// Don't play shard noise if cbreakable actually died.
		if ( ( subInfo.GetDamageType() & DMG_BURN ) == false )
		{
			DamageSound();
		}
	}

	return 1;
}