Revision Difference
GM:ScalePlayerDamage#551255
<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 called only for bullet damage a player receives, you should use <page>GM:EntityTakeDamage</page> instead if you need to detect *ALL* damage.</note>
<note>This is called only for bullet damage a player receives, 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>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>