50//Gets the current health of this hitzone. Avoid tying game logic to GetHealth, there is no guarantee of synchronization! Tie game logic to hitzone damage state.
52//Gets the current scaled health of this hitzone. Avoid tying game logic to this function, there is no guarantee of synchronization! Tie game logic to hitzone damage state.
53 proto external float GetHealthScaled();
54//Returns health % needed to trigger the requested damage state.
55 proto external float GetDamageStateThreshold(EDamageState damageState);
62//Returns the amount of damage to be received at once needed to be considered critical
63 proto external float GetCriticalDamageThreshold();
64//Gets previous damage state of the hitzone
65 proto external EDamageState GetPreviousDamageState();
66//Hitzone will handle this amount of damage. Damage will only be applied if called from server. Use DamageManager.HandleDamage when possible, using this skips DamageManager.OnDamage
67 proto external void HandleDamage(float damage, int damageType, IEntity instigator);