OnPlayerTakeDamage

OnPlayerTakeDamage

Description:
Callback OnPlayerTakeDamage is called when a player takes damage.
Callback OnPlayerTakeDamage was added in 0.3d and will not work in earlier versions!
  • The weaponid will return 37 (flame thrower) from any fire sources (e.g. molotov, 18).
  • The weaponid will return 51 from any weapon that creates an explosion (e.g. RPG, grenade)
  • 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.
  • GetPlayerHealth and GetPlayerArmour will return the old amounts of the player before this callback.
  • Always check if issuerid is valid before using it as an array index.


Parameters:
(playerid, issuerid, Float:amount, weaponid, bodypart)
int playerid The ID of the player that took damage.
int issuerid The ID of the player that caused the damage. INVALID_PLAYER_ID if self-inflicted.
float amount The amount of damage the player took (health and armour combined).
int weaponid The ID of the weapon/reason for the damage.
int bodypart The 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.


Examples:
// 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 0;
}
// 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 0;
}


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