An extended DamageInfo class that inherits Sandbox.DamageInfo and adds SWB-specific fields and factory helpers. It stores extra metadata like Inflictor, Force, HitFlinch, MovementImpact, an Extra dictionary, and a ShotId, and provides two static constructors FromBullet and FromDamageInfo.
// ⚠️ VENDORED SWB FILE — one directive added, nothing else changed.
// Upstream SWB is a nullable-enabled project; this one is not, so its `Type?`
// annotations warn (CS8632) on every build here.
//
// ⛔ `#nullable enable` IS THE WRONG DIRECTIVE and I used it first: it turns on
// the annotation context AND the flow ANALYSIS, which swapped 5 harmless
// "this annotation means nothing" warnings for 4 real ones (CS8618/CS8625)
// about code we did not write and are not going to fix.
//
// `annotations` turns on only the half that matters — `?` becomes meaningful,
// no analysis, no new warnings. Project-wide nullable was also rejected: it
// would flood ~200 nZombies files to silence six.
#nullable enable annotations
using System;
using System.Collections.Generic;
namespace SWB.Shared;
/// <summary>
/// An extended version of Sandbox.DamageInfo with additional properties for SWB
/// </summary>
public class DamageInfo : Sandbox.DamageInfo
{
public string Inflictor { get; set; }
public Vector3 Force { get; set; }
public float HitFlinch { get; set; }
public MovementImpact MovementImpact { get; set; }
public Dictionary<string, string> Extra { get; set; }
/// <summary>
/// Correlates every hit produced by the same fired bullet (e.g. penetration/ricochet chains). Guid.Empty means "not shot-correlated".
/// </summary>
public Guid ShotId { get; set; }
public static DamageInfo FromBullet(
GameObject attacker,
GameObject? weapon,
Hitbox? hitbox,
Vector3 Position,
PhysicsShape? shape,
string inflictor,
float damage,
Vector3 origin,
Vector3 force,
float hitFlinch,
MovementImpact movementImpact,
string[] tags,
Dictionary<string, string> extra = null,
Guid shotId = default )
{
return new()
{
Attacker = attacker,
Weapon = weapon,
Hitbox = hitbox,
Position = Position,
Shape = shape,
Inflictor = inflictor,
Damage = damage,
Origin = origin,
Force = force,
HitFlinch = hitFlinch,
MovementImpact = movementImpact,
Tags = [.. tags, TagsHelper.Bullet],
Extra = extra,
ShotId = shotId
};
}
public static DamageInfo FromDamageInfo( Sandbox.DamageInfo info )
{
return new()
{
Attacker = info.Attacker,
Weapon = info.Weapon,
Damage = info.Damage,
Origin = info.Origin,
Position = info.Position,
Tags = info.Tags,
};
}
}