From e411d6f476f0af7cf36f3ba2e8c8b8a3097c7a07 Mon Sep 17 00:00:00 2001 From: Vortrex <3858226+VortrexFTW@users.noreply.github.com> Date: Tue, 4 Jan 2022 20:02:37 -0600 Subject: [PATCH] Implement custom weapon damage --- scripts/server/client.js | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/scripts/server/client.js b/scripts/server/client.js index bfe7d182..f786022d 100644 --- a/scripts/server/client.js +++ b/scripts/server/client.js @@ -498,7 +498,7 @@ function sendPlayerFrozenState(client, state) { // =========================================================================== -function givePlayerWeapon(client, weaponId, ammo, active) { +function givePlayerWeapon(client, weaponId, ammo, active = true) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`); triggerNetworkEvent("vrr.giveWeapon", client, weaponId, ammo, active); } @@ -677,6 +677,17 @@ function playerDamagedByPlayer(client, damagerEntityName, weaponId, pedPiece, he } break; + case VRR_WEAPON_DAMAGE_EVENT_EXTINGUISH: + break; + + case VRR_WEAPON_DAMAGE_EVENT_MACE: + break; + + case VRR_WEAPON_DAMAGE_EVENT_NORMAL: + getPlayerData(client).health = getPlayerData(client).health-(healthLoss*getPlayerData(client).incomingDamageMultiplier); + setPlayerHealth(client, getPlayerData(client).health); + break; + default: getPlayerData(client).health = getPlayerData(client).health-(healthLoss*getPlayerData(client).incomingDamageMultiplier); setPlayerHealth(client, getPlayerData(client).health);