OutgoingDamage
Client-Side Event
C# | JavaScript |
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Triggered upon damage that an entity is about to give another entity.
This event is also cancellable.
JavaScript Syntax
Parameters
- sourceEntity: Object
- targetEntity: Object
- sourcePlayer: Object
- weapon: Int
- boneIndex: Int
- damage: Int
Example
Client-Side
mp.events.add('outgoingDamage', (sourceEntity, targetEntity, sourcePlayer, weapon, boneIndex, damage) => { if (targetEntity.type === 'player' && boneIndex === 20) { return true; // disable outgoing headshot damage } });
C# Syntax
Parameters
- sourceEntity: Entity - entity who received the damage.
- targetEntity: Entity - entity who dealt the damage.
- sourcePlayer: Player - player who received the damage.
- weapon: UInt64 - weapon which did the damage.
- boneIndex: UInt64 - hit BoneIndex (not the BoneId!)
- damage: Int - damage it will deal (if not canceled)
- cancel: CancelEventArgs - cancel to disable the damage.
Example
Client-Side
public MyClass() { OnOutgoingDamage += OnOutgoingDamageHandler; } private void OnOutgoingDamageHandler(Entity sourceEntity, Entity targetEntity, Player sourcePlayer, ulong weaponHash, ulong boneIdx, int damage, CancelEventArgs cancel) { // Disable outgoing headshot damage if (target.Type == EntityType.Player && boneIdx.Equals(20)) { cancel.Cancel = true; return; } }
See Also
Browser
Checkpoints
Colshapes
Console
Common
- click
- playerChat
- playerCommand
- playerDeath
- playerJoin
- playerQuit
- playerReady
- playerResurrect
- playerRuleTriggered
- playerSpawn
- playerWeaponShot
- addDataHandler
- dummyEntityCreated
- dummyEntityDestroyed
- entityControllerChange
- replayEditorRequest