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GM:HandlePlayerArmorReduction#563725

<function name="HandlePlayerArmorReduction" parent="GM" type="hook"> <description>Called to handle player armor reduction, when player receives damage. <validate>Clarify hook order with other damage hooks.</validate> </description> <added>2023.11.03</added>⤶ <realm>Server</realm> <file line="829-L861">gamemodes/base/gamemode/player.lua</file>⤶ <args> <arg type="Player" name="ply">The player that took damage.</arg> <arg type="CTakeDamageInfo" name="dmginfo">The taken damage.</arg> </args> </function> <example> <description>The default Half-Life 2 armor reduction system.</description> <code> function GM:HandlePlayerArmorReduction( ply, dmginfo ) -- If no armor, or special damage types, bypass armor if ( ply:Armor() <= 0 || bit.band( dmginfo:GetDamageType(), DMG_FALL + DMG_DROWN + DMG_POISON + DMG_RADIATION ) != 0 ) then return end local flBonus = 1.0 -- Each Point of Armor is worth 1/x points of health local flRatio = 0.2 -- Armor Takes 80% of the damage if ( GetConVar( "player_old_armor" ):GetBool() ) then flBonus = 0.5 end local flNew = dmginfo:GetDamage() * flRatio local flArmor = (dmginfo:GetDamage() - flNew) * flBonus if ( !GetConVar( "player_old_armor" ):GetBool() ) then if ( flArmor < 1.0 ) then flArmor = 1.0 end end -- Does this use more armor than we have? if ( flArmor > ply:Armor() ) then flArmor = ply:Armor() * ( 1 / flBonus ) flNew = dmginfo:GetDamage() - flArmor ply:SetArmor( 0 ) else ply:SetArmor( ply:Armor() - flArmor ) end dmginfo:SetDamage( flNew ) end </code> </example>