OutgoingDamage: Difference between revisions
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private void OnOutgoingDamageHandler(Entity sourceEntity, Entity targetEntity, Player sourcePlayer, ulong weaponHash, ulong boneIdx, int damage, CancelEventArgs cancel) | 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)) | |||
if ( | |||
{ | { | ||
cancel.Cancel = true; | cancel.Cancel = true; | ||
Latest revision as of 20:07, 13 May 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
- 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
- pauseMenuItemSelect
- pauseMenuItemChange