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modules/project/Aki.Custom/BTR/BTRRoadKillTrigger.cs
DrakiaXYZ 701c3a6685 Move BTR code into Aki.Custom (!66)
- Move most BTR code to Aki.Custom (Leaving debug commands in Aki.Debugging)
- Make BTR patches public to match other patches
- Disable debug BTR command patches

Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Modules#66
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
2024-01-23 08:47:09 +00:00

39 lines
958 B
C#

using EFT;
using EFT.Interactive;
using UnityEngine;
namespace Aki.Custom.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)
{
}
}
}