Server LuaCsForBarotrauma
IDamageable.cs
2 using Microsoft.Xna.Framework;
3 
4 namespace Barotrauma
5 {
6  interface IDamageable
7  {
8  Vector2 SimPosition { get; }
9  Vector2 WorldPosition { get; }
10  float Health { get; }
11 
12  AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound = true);
13 
14 
15  public readonly struct AttackEventData
16  {
17  public readonly ISpatialEntity Attacker;
18  public readonly IDamageable TargetEntity;
19  public readonly Limb TargetLimb;
20  public readonly Vector2 AttackSimPosition;
21 
22  public AttackEventData(ISpatialEntity attacker, IDamageable targetEntity, Limb targetLimb, Vector2 attackSimPosition)
23  {
24  Attacker = attacker;
25  TargetEntity = targetEntity;
26  TargetLimb = targetLimb;
27  AttackSimPosition = attackSimPosition;
28  }
29  }
30  }
31 }
Attacks are used to deal damage to characters, structures and items. They can be defined in the weapo...
Definition: Attack.cs:102
AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true)
readonly ISpatialEntity Attacker
Definition: IDamageable.cs:17
AttackEventData(ISpatialEntity attacker, IDamageable targetEntity, Limb targetLimb, Vector2 attackSimPosition)
Definition: IDamageable.cs:22