I forgot to update the code, but I will be passing a GE to the ApplyDamageToBone
function to then be able to use it and apply it.
Now that I think of it, the GE_Fire should decrease the health attribute of all the bones a bit, but I would still need to keep this bone structure for when a single bullet hit a bone, then the GE_Explosion will be applied to only that bone… (Depending on what type of weapon it is) This is easily done in the GE though!
Thanks for your ideas, but I think I’ll go with the first one because it seems like the easiest one to go with…