OutgoingDamage: Difference between revisions
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<pre> | <pre> | ||
mp.events.add(' | mp.events.add('outgoingDamage', (sourceEntity, targetEntity, targetPlayer, weapon, boneIndex, damage) => { | ||
// | if (boneIndex === 20) { | ||
// disable headshot damage | |||
return true; | |||
} | |||
}); | }); | ||
</pre> | </pre> | ||
Revision as of 00:17, 25 February 2021
Client-Side Event
Triggered upon damage that an entity is about to give another entity.
This event is also cancellable.
JavaScript Syntax
Parameters
- sourceEntity: Object
- targetEntity: Object
- targetPlayer: Object
- weapon: Int
- boneIndex: Int
- damage: Int
Example
Client-Side
mp.events.add('outgoingDamage', (sourceEntity, targetEntity, targetPlayer, weapon, boneIndex, damage) => {
if (boneIndex === 20) {
// disable headshot damage
return true;
}
});
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