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modules/project/Aki.Debugging/BTR/BTRRoadKillTrigger.cs
Arys e771501cd5 BTR Cover Fire service and roadkill trigger implemented (!62)
Todo:

* Taxi service
* Refinement of BTR turret aim/shooting
  * BTR should switch targets if it has no line of sight to current target
* Blacklist player from entering BTR after antagonising it
  * Perhaps make blacklist persist for 3 raids (apparently on Live?)
* Code refactor because it currently looks like doodoo

Co-authored-by: Nympfonic <arys.steam@gmail.com>
Reviewed-on: SPT-AKI/Modules#62
Co-authored-by: Arys <arys@noreply.dev.sp-tarkov.com>
Co-committed-by: Arys <arys@noreply.dev.sp-tarkov.com>
2024-01-19 08:47:52 +00:00

39 lines
961 B
C#

using EFT;
using EFT.Interactive;
using UnityEngine;
namespace Aki.Debugging.BTR
{
public class BTRRoadKillTrigger : DamageTrigger
{
public override bool IsStatic => false;
public override void AddPenalty(GInterface94 player)
{
}
public override void PlaySound()
{
}
public override void ProceedDamage(GInterface94 player, BodyPartCollider bodyPart)
{
bodyPart.ApplyInstantKill(new DamageInfo()
{
Damage = 9999f,
Direction = Vector3.zero,
HitCollider = bodyPart.Collider,
HitNormal = Vector3.zero,
HitPoint = Vector3.zero,
DamageType = EDamageType.Btr,
HittedBallisticCollider = bodyPart,
Player = null
});
}
public override void RemovePenalty(GInterface94 player)
{
}
}
}