Attack Script problem please help

My Problem is that i need to acces PlayerDamage.cs with the ZombieDamage.js as when the folowing script runs my hp drops im new to scripting and i cant understand the logic between those two c# to c# i can understand but java to c# its more complicated for mee

var maximumHitPoints = 100.0;
var hitPoints = 100.0;
var deadReplacement : Rigidbody;
var GOPos : GameObject;

private var ikilled = false;

function Start(){

	
}

function ApplyDamage (damage : float) {
	if (hitPoints <= 0.0)
		return;

	// Apply damage
	hitPoints -= damage;
	
	// Are we dead?
	if (hitPoints <= 0.0)
	{
		ikilled = true;
		Replace(); 
		//tell the networkplayer imdead
		networkView.RPC("tellimdead", RPCMode.All);
	}
}

function Replace() {
 
	// If we have a dead barrel then replace ourselves with it!
	if (deadReplacement) {
		var dead : Rigidbody = Instantiate(deadReplacement, GOPos.transform.position, GOPos.transform.rotation);
		
		// For better effect we assign the same velocity to the exploded barrel
		dead.rigidbody.velocity = rigidbody.velocity;
		dead.angularVelocity = rigidbody.angularVelocity;
    }
	// Destroy ourselves
	Destroy(gameObject);
}

@RPC
function tellimdead()
{
//the networkplayer shouldn't get our score
ikilled = false;
Replace();
}





using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class PlayerDamage : Photon.MonoBehaviour {
	
	public GUISkin guiSKin;
	//Player health
	public float hp = 100;
	public GameObject ragdoll;
	public Texture2D bloodyScreen;
	public Texture2D hitMarkTexture;
	//Hitboxes and damage properties for each
	[System.Serializable]
	public class HitBoxes { 
	    public Collider box /*{ get; set; } */;
	    public float damage /*{ get; set; }*/;
		
	    public HitBoxes(Collider box1, float damage1){
			box = box1;
			damage = damage1;
    	} 

	} 
	public List<HitBoxes> hitBoxes = new List<HitBoxes>(); 
	
	[HideInInspector]
	public float currentHp;
	Quaternion camRot;
	Quaternion camDefaultRotation;
	//Fade hit mark
	float fadeValue;
	//Fade bloody screen
	float fadeValueB;
	
	void Awake(){
		camDefaultRotation = Camera.main.transform.localRotation;
		currentHp = hp;
		if(!photonView.isMine){
			for(int i = 0; i < hitBoxes.Count;i++){
				hitBoxes*.box.gameObject.AddComponent<HitBox>();*

hitBoxes_.box.gameObject.GetComponent().maxDamage = hitBoxes*.damage;
hitBoxes.box.gameObject.GetComponent().playerDamage = this;
hitBoxes.box.isTrigger = true;
}
}else{
for(int a = 0; a < hitBoxes.Count;a++){
//We dont need our hit boxes, destroy them*

* Destroy (hitBoxes[a].box.collider);
}
hitBoxes.Clear();
}
}*_

* public void totalDamage(float damage){*
* fadeValue = 2;*
* photonView.RPC(“doDamage”, PhotonTargets.All, damage);*
* if(weKilled){*

* GameObject.FindWithTag(“Network”).SendMessage(“AddKillNotification”, gameObject.name, SendMessageOptions.DontRequireReceiver);*
* }*
* }*

* bool weKilled;*

* [RPC]*
* void doDamage(float damage){*
* if(weKilled)*
* return;*
* if(currentHp > 0 && photonView.isMine){*
* this.StopAllCoroutines();*
* StartCoroutine(doCameraShake());*
* }*

* fadeValueB = 2;*

* currentHp -= damage;*

* //We got killed*
* if(currentHp < 0){*
* GameObject temp;*
* temp = Instantiate(ragdoll, transform.position, transform.rotation) as GameObject;*

* gameObject.SetActiveRecursively(false);*
* gameObject.active = true;*

* if(photonView.isMine){*
* print (“We got killed”);*

* foreach(PhotonView p in transform.GetComponentsInChildren()){*
* PhotonNetwork.RemoveRPCs(p);*
* }*
* temp.SendMessage(“RespawnAfter”);*

* StartCoroutine(photonDestroy());*
* }else{*
* temp.SendMessage(“clearCamera”); *
* }*
* currentHp = 0;*
* weKilled = true;*
* }*
* }*

* IEnumerator photonDestroy(){*
* yield return new WaitForSeconds(0.1f); *
* PhotonNetwork.Destroy(gameObject);*
* }*

* void OnGUI(){*
* //Display HP for our player only*
* if(photonView.isMine){*
* GUI.skin = guiSKin;*
* GUI.color = new Color(1,1,1,0.9f);*
* GUI.depth = 10;*
* GUI.color = new Color(1,1,1,fadeValueB);*
* GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), bloodyScreen, ScaleMode.StretchToFill );*
* GUI.color = new Color(1,1,1,0.9f);*
* //Display player hp*
* GUI.Box (new Rect (Screen.width - 220,Screen.height - 55,100,45), "HP | " + (int)currentHp);*
* }else{*
* GUI.color = new Color(1,1,1, fadeValue);*
* GUI.DrawTexture(new Rect(Screen.width/2 - 13, Screen.height/2 - 13, 26, 26), hitMarkTexture, ScaleMode.StretchToFill ); *
* }*
* }*

* IEnumerator doCameraShake(){*
* //Change shake amount here (Currently its 10)*
* camRot = Quaternion.Euler (Random.Range(-10, 10), Random.Range(-10, 10), 0);*
* yield return new WaitForSeconds(0.1f);*
* camRot = camDefaultRotation;*
* }*

* void Update(){*
_ fadeValue = Mathf.Lerp(fadeValue, 0, Time.deltaTime2);
fadeValueB = Mathf.Lerp(fadeValueB, 0, Time.deltaTime2);

* //Do camera shake effect*
* if(Camera.main)
Camera.main.transform.localRotation*

= Quaternion.Slerp(Camera.main.transform.localRotation, camRot, Time.deltaTime * 15);
* }
}*_

Keeping all of your scripts in the same language helps tremendously for these types of issues. Here is a handy tool from a developer named m2h to help you.

See http://files.m2h.nl//js_to_c.php