using UnityEngine; namespace RoR2; public class DamageInfo { public float damage; public bool crit; public GameObject inflictor; public GameObject attacker; public Vector3 position; public Vector3 force; public bool rejected; public bool delayedDamageSecondHalf; public ProcChainMask procChainMask; public float procCoefficient = 1f; public DamageTypeCombo damageType = DamageType.Generic; public DamageColorIndex damageColorIndex; public DotController.DotIndex dotIndex = DotController.DotIndex.None; public bool canRejectForce = true; public void ModifyDamageInfo(HurtBox.DamageModifier damageModifier) { switch (damageModifier) { case HurtBox.DamageModifier.Weak: damageType |= (DamageTypeCombo)DamageType.WeakPointHit; break; case HurtBox.DamageModifier.Normal: case HurtBox.DamageModifier.SniperTarget: break; } } }