//! A particular version of the deferred loop used to not damage players inside vehicles
class AreaDamageLoopedDeferred_NoVehicle: AreaDamageLoopedDeferred
{
override bool OnEvaluateDamageEx( TriggerInsider insider, float deltaTime )
{
// For case where player is inside vehicle
if ( insider.GetObject().IsMan() )
{
PlayerBase playerInsider = PlayerBase.Cast( insider.GetObject() );
if ( playerInsider.GetCommand_Vehicle() )
return false;
}
return super.OnEvaluateDamageEx( insider, deltaTime );
}
}
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