OnPlayerTakeDamage

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{{Notes| {{Notes|
* The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18). * The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18).
-* '''playerid''' is the only one who can call the callback.}}+* '''playerid''' is the only one who can call the callback.
 +* The amount is always the maximum damage the weaponid can do, even when the health left is less than that maximum damage. So when a player has 100.0 health and gets shot with a Desert Eagle which has a damage value of 46.2, it takes 3 shots to kill that player. All 3 shots will show an amount of 46.2, even though when the last shot hits, the player only has 7.6 health left.
 +}}
'''Example - Debugging''' '''Example - Debugging'''

Revision as of 15:46, 12 September 2017



Description:

This callback is called when a player takes damage.


OnPlayerTakeDamage was added in SA-MP 0.3d This callback was added in SA-MP 0.3d and will not work in earlier versions!


Parameters:
(playerid, issuerid, Float:amount, weaponid, bodypart)
playeridThe ID of the player that took damage.
issueridThe ID of the player that caused the damage. INVALID_PLAYER_ID if self-inflicted.
amountThe amount of damage the player took (health and armour combined).
weaponidThe ID of the weapon/reason for the damage.
bodypartThe body part that was hit. (NOTE: This parameter was added in 0.3z. Leave it out if using an older version!)


Return Values:

  • 1 - Callback will not be called in other filterscripts.
  • 0 - Allows this callback to be called in other filterscripts.
  • It is always called first in filterscripts so returning 1 there blocks other filterscripts from seeing it.


Image:32px-Circle-style-warning.png

Important
Note

GetPlayerHealth and GetPlayerArmour will return the old amounts of the player before this callback.


Image:32px-Ambox_warning_orange.png

Notes

  • The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18).
  • playerid is the only one who can call the callback.
  • The amount is always the maximum damage the weaponid can do, even when the health left is less than that maximum damage. So when a player has 100.0 health and gets shot with a Desert Eagle which has a damage value of 46.2, it takes 3 shots to kill that player. All 3 shots will show an amount of 46.2, even though when the last shot hits, the player only has 7.6 health left.


Example - Debugging

public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart)
{
    if(issuerid != INVALID_PLAYER_ID) // If not self-inflicted
    {
        new
            infoString[128],
            weaponName[24],
            victimName[MAX_PLAYER_NAME],
            attackerName[MAX_PLAYER_NAME];
 
        GetPlayerName(playerid, victimName, sizeof (victimName));
        GetPlayerName(issuerid, attackerName, sizeof (attackerName));
 
        GetWeaponName(weaponid, weaponName, sizeof (weaponName));
 
        format(infoString, sizeof(infoString), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attackerName, amount, victimName, weaponName, bodypart);
        SendClientMessageToAll(-1, infoString);
    }
    return 1;
}

Example - One-shot-kill sniper headshots

public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart)
{
    if(issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9)
    {
        // One shot to the head to kill with sniper rifle
        SetPlayerHealth(playerid, 0.0);
    }
    return 1;
}

Related Callbacks

The following callbacks might be useful as well, as they are related to this callback in one way or another.

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