IncomingDamage: Difference between revisions
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=== Parameters === | |||
*'''sourcePlayer''': {{RageType|Player}} - player (if sourceEntity is Player type) who deals the damage. | |||
*'''sourceEntity''': {{RageType|Entity}} - entity who deals the damage. | |||
*'''targetEntity''': {{RageType|Entity}} - target getting the damage. | |||
*'''weapon''': {{RageType|UInt64}} - weapon Id used. | |||
*'''boneIndex''': {{RageType|UInt64}} - bone index (not id!) hit. | |||
*'''damage''': {{RageType|Int}} - damage getting dealt (if not canceled). | |||
*'''cancel''': {{RageType|CancelEventArgs}} - used to cancel the event. | |||
== Example == | |||
<pre> | |||
public MyClass() | |||
{ | |||
OnIncomingDamage += OnIncomingDamageHandler; | |||
} | |||
private void OnIncomingDamageMethod(Player sourcePlayer, Entity sourceEntity, Entity targetEntity, ulong weaponHash, ulong boneIdx, int damage, CancelEventArgs cancel) | |||
{ | |||
// Show bloodscreen if hit from a opponent player from another gang. | |||
// IsInSameGang in this example is a custom method in the same class. | |||
if (!IsInSameGang(sourcePlayer)) | |||
ShowBloodscreen(); // Also a custom method you have to implement yourself. | |||
} | |||
</pre> | </pre> | ||
}} | }} | ||
Revision as of 05:55, 27 March 2021
Client-Side Event
[1.1]
Triggered upon damage that is about to be given to the player.
This event is also cancellable.
JavaScript Syntax
Parameters
- sourceEntity: Object
- sourcePlayer: Object
- targetEntity: Object
- weapon: Int
- boneIndex: Int
- damage: Int
Example
mp.events.add('incomingDamage', (sourceEntity, sourcePlayer, targetEntity, weapon, boneIndex, damage) => {
// code
});
C# Syntax
Parameters
- sourcePlayer: Player - player (if sourceEntity is Player type) who deals the damage.
- sourceEntity: Entity - entity who deals the damage.
- targetEntity: Entity - target getting the damage.
- weapon: UInt64 - weapon Id used.
- boneIndex: UInt64 - bone index (not id!) hit.
- damage: Int - damage getting dealt (if not canceled).
- cancel: CancelEventArgs - used to cancel the event.
Example
public MyClass()
{
OnIncomingDamage += OnIncomingDamageHandler;
}
private void OnIncomingDamageMethod(Player sourcePlayer, Entity sourceEntity, Entity targetEntity, ulong weaponHash, ulong boneIdx, int damage, CancelEventArgs cancel)
{
// Show bloodscreen if hit from a opponent player from another gang.
// IsInSameGang in this example is a custom method in the same class.
if (!IsInSameGang(sourcePlayer))
ShowBloodscreen(); // Also a custom method you have to implement yourself.
}
See Also
Browser
Checkpoints
Colshapes
Console
Common
- click
- playerChat
- playerCommand
- playerDeath
- playerJoin
- playerQuit
- playerReady
- playerResurrect
- playerRuleTriggered
- playerSpawn
- playerWeaponShot
- addDataHandler
- dummyEntityCreated
- dummyEntityDestroyed
- entityControllerChange
- replayEditorRequest
- pauseMenuItemSelect
- pauseMenuItemChange