package gc_RaycastDamageSystem
{
function gc_RaycastDamageSystem(%this,%obj,%col,%pos)
{
if((%col.getType() & $TypeMasks::PlayerObjectType) || (%col.getType() & $TypeMasks::VehicleObjectType)) {
if(getMiniGameFromObject(%col) == -1) return 0;
if(miniGameCanDamage(%obj,%col) == 0) return 0;
if($GCStuff::DmgSystem == 0){%col.damage(%obj,%pos,%this.directDamage / getWord(%col.getScale(),2),%this.directDamageType);return 1;}
if(%col.getType() & $TypeMasks::VehicleObjectType){%col.damage(%obj,%pos,%this.vehicleDamage / getWord(%col.getScale(),2),%this.directDamageType);return 1;}
if(%col.getType() & $TypeMasks::PlayerObjectType) {
if(%col.isCrouched() == 1){if(!getRandom(2)){gc_bleed(%col,getRandom(20,100));}%col.damage(%obj,%pos,(%this.directDamage * 2) / getWord(%col.getScale(),2),%this.directDamageType);return 1;}
%colscale = getWord(%col.getScale(),2);
if(getWord(%pos,2) > getWord(%col.getWorldBoxCenter(),2) - 3.3*%colscale)
{
%col.damage(%obj,%pos,%this.headshotDamage / getWord(%col.getScale(),2),%this.directDamageType);
return 3;
}
%col.damage(%obj,%pos,%this.directDamage / getWord(%col.getScale(),2),%this.directDamageType);
if(!getRandom(2)) gc_bleed(%col,getRandom(20,100),%obj);
return 2; } }
}
};
activatePackage(gc_RaycastDamageSystem);
This is the code from the Damagesystem. After this is put in your effects.cs, you need to go to the weapon's CS file and under the weapon's image you need to put "vehicleDamage = 1;. But when i did that in my weapon set, it had no effect.