Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
iDamage = how much damage is dealt
sWeapon = which weapon was used to cause damage
sHitLoc = where the bullet hit the player
Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
[color=green]We are going to put shit in here[/color]
if ( !isReallyAlive( victim ) )
return;
if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
return;
[color=green]iDamage = 100; // Any number[/color]
[color=green]if(sWeapon == "weaponname_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
iDamage = 100;[/color]
[color=green]if(sHitLoc == "head") // Full list of tags below
iDamage = 100;[/color]
[color=green]switch(sWeapon)
{
case "cheytac_mp":
case "rpg_mp":
iDamage = 900;
break; // I am not sure if you have to put this in, but do so for safety
case "coltanaconda_mp":
iDamage = 85;
break;
case "etc_mp":
iDamage = 0;
break;
}
switch(sHitLoc)
{
case "head":
case "neck":
case "helmet":
iDamage = 100;
break;
case "left_hand":
case "right_hand":
self DropItem(self getCurrentWeapon());
break;
}[/color]
[color=green]
iDamage += 20; // Damage + 20
iDamage * 0.5; // Half damage
iDamage * 2; // Double damage
if(iDamage >= 20) iDamage -= 20; // Damage - 20 but only if damage isnt below 20 so it wouldnt heal the opponent
iDamage * -1; // Not sure, but would heal the enemy in theory[/color]
[color=green]if(isSubStr(sWeapon, "_silencer_"))
iDamage = 100;[/color]
[color=green]if(isSubStr(sWeapon, "usp_"))
iDamage = 100;[/color]
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