public void Damage(int dmg, Character chr)
{
if (HasConditionEffect(ConditionEffects.Paused) ||
HasConditionEffect(ConditionEffects.Stasis) ||
HasConditionEffect(ConditionEffects.Invincible))
return;
dmg = (int)statsMgr.GetDefenseDamage(dmg, false);
if (!HasConditionEffect(ConditionEffects.Invulnerable))
HP -= dmg;
UpdateCount++;
Owner.BroadcastPacket(new DamagePacket
{
TargetId = Id,
Effects = 0,
Damage = (ushort)dmg,
Killed = HP <= 0,
BulletId = 0,
ObjectId = chr.Id
}, this);
if (HP <= 0)
Death(
chr.ObjectDesc.DisplayId ??
chr.ObjectDesc.ObjectId);
}