OnClientPlayerDamage: Difference between revisions
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*'''weapon''': An integer representing the weapon ID the attacker used | *'''weapon''': An integer representing the weapon ID the attacker used | ||
*'''bodypart''': An integer representing the bodypart the player was damaged | *'''bodypart''': An integer representing the bodypart the player was damaged | ||
{{BodyParts}} | |||
==Source== | ==Source== |
Revision as of 13:41, 22 October 2007
This event is triggered whenever a player is damaged.
Parameters
player attacker, int weapon, int bodypart
- attacker: A player element representing the attacker.
- 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
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
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled