Implement custom weapon damage
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@@ -498,7 +498,7 @@ function sendPlayerFrozenState(client, state) {
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// ===========================================================================
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// ===========================================================================
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function givePlayerWeapon(client, weaponId, ammo, active) {
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function givePlayerWeapon(client, weaponId, ammo, active = true) {
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`);
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triggerNetworkEvent("vrr.giveWeapon", client, weaponId, ammo, active);
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triggerNetworkEvent("vrr.giveWeapon", client, weaponId, ammo, active);
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}
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}
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@@ -677,6 +677,17 @@ function playerDamagedByPlayer(client, damagerEntityName, weaponId, pedPiece, he
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}
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}
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break;
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break;
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case VRR_WEAPON_DAMAGE_EVENT_EXTINGUISH:
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break;
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case VRR_WEAPON_DAMAGE_EVENT_MACE:
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break;
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case VRR_WEAPON_DAMAGE_EVENT_NORMAL:
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getPlayerData(client).health = getPlayerData(client).health-(healthLoss*getPlayerData(client).incomingDamageMultiplier);
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setPlayerHealth(client, getPlayerData(client).health);
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break;
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default:
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default:
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getPlayerData(client).health = getPlayerData(client).health-(healthLoss*getPlayerData(client).incomingDamageMultiplier);
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getPlayerData(client).health = getPlayerData(client).health-(healthLoss*getPlayerData(client).incomingDamageMultiplier);
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setPlayerHealth(client, getPlayerData(client).health);
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setPlayerHealth(client, getPlayerData(client).health);
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