OnClientPlayerDamage: Difference between revisions

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__NOTOC__
__NOTOC__
{{Client event}}
{{Client event}}
{{deprecated}}
This event is triggered whenever a player is damaged.
This event is triggered whenever a player is damaged.



Revision as of 15:06, 2 May 2009

Emblem-important.png This event is deprecated. This means that its use is discouraged and that it might not exist in future versions, but there should be a more generic way to perform what it does.

This event is triggered whenever a player is damaged.

Parameters

element attacker, int weapon, int bodypart [, float loss ]
  • attacker: A player element representing the attacker or vehicle element (when you fall of a bike).
  • weapon: An integer representing the weapon ID the attacker used
  • bodypart: An integer representing the bodypart the player was damaged
  • 3: Torso
  • 4: Ass
  • 5: Left Arm
  • 6: Right Arm
  • 7: Left Leg
  • 8: Right Leg
  • 9: Head
  • loss: A float representing the percentage of health the player lost. (from DP3)

Source

The source of this event is the player that got damaged

Cancel effect

If this event is canceled, then any damaging effects to the local player will cease.

Example

This example prevents any damage from the minigun.

function stopMinigunDamage ( attacker, weapon, bodypart )
	if ( weapon == 38 ) then --if the weapon used was the minigun
		cancelEvent() --cancel the event
	end
end
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), stopMinigunDamage )

See Also

Client player events


Client event functions