Revision Difference
GM:ScalePlayerDamage#518830
<function name="ScalePlayerDamage" parent="GM" type="hook">
	<ishook>yes</ishook>
	<description>
This hook allows you to change how much damage a player receives when one takes damage to a specific body part.
<note>This is not called for all damage a player receives ( For example fall damage or NPC melee damage ), so you should use <page>GM:EntityTakeDamage</page> instead if you need to detect ALL damage.</note>
	</description>
	<realm>Shared</realm>
	<predicted>No</predicted>
	<args>
		<arg name="ply" type="Player">The player taking damage.</arg>
		<arg name="hitgroup" type="number">The hitgroup where the player took damage. See <page>HITGROUP</page></arg>⤶
		<arg name="hitgroup" type="number">The hitgroup where the player took damage. See <page>Enums/HITGROUP</page></arg>⤶
		<arg name="dmginfo" type="CTakeDamageInfo">The damage info.</arg>
	</args>
	<rets>
		<ret name="" type="boolean">Return true to prevent damage that this hook is called for, stop blood particle effects and blood decals.
It is possible to return true only on client ( This will work **only in multiplayer** ) to stop the effects but still take damage.</ret>
	</rets>
</function>
<example>
	<description>Makes the player take twice as much damage when shot in the head, and only half damage when shot in the limbs.</description>
	<code>
function GM:ScalePlayerDamage( ply, hitgroup, dmginfo )
	 if ( hitgroup == HITGROUP_HEAD ) then
		dmginfo:ScaleDamage( 2 ) // More damage when we're shot in the head
 	 else
		dmginfo:ScaleDamage( 0.50 )  // Less damage when shot anywhere else
	 end
end
	</code>
</example>
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