4 [Attribute(defvalue: "0", desc: "Hit zone group which is going to absorb the rest of the damage, in case that all hit zones from the group of this hit zone are already destroyed", uiwidget: UIWidgets.ComboBox, enumType: ECharacterHitZoneGroup)]
38return; // we quit when we managed to distribute all of the damage, or when we run out of the hit zones
39
40if (hZ == srcHitZone) // no infinity loop allowed!
41continue;
42
43if (hZ.GetDamageState() == EDamageState.DESTROYED) // same goes for this, as otherwise other parts would try to pass this damage to other parts... you get the point
44continue;
45
46 targetHitZone = SCR_HitZone.Cast(hZ); // there should be no need to null check this, as GetHitZonesOfGroups will only return hit zones of SCR_HitZone type