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OutgoingDamage

Client-side event

Triggered upon damage that an entity is about to give another entity.

This event is also cancellable.

JavaScript​

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#​

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;
}
}