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DamageInfo

DamageInfos are variables holding information about damage inflicted on an entity.

Because damageInfo instances are implemented as userdata they can't be typed.

Getters

entity DamageInfo_GetAttacker( var damageInfo )

Returns the attacker of this damageInfo

entity DamageInfo_GetInflictor( var damageInfo )

Returns the inflictor of this damageInfo

entity DamageInfo_GetWeapon( var damageInfo )

Returns the weapon that dealt this damage

bool DamageInfo_GetForceKill( var damageInfo )

Get if this damage is supposed to kill the victim regardless of health

float DamageInfo_GetDamage( var damageInfo )

Get the inflicted damage

float DamageInfo_GetDamageCriticalHitScale( var damageInfo )

vector DamageInfo_GetDamagePosition( var damageInfo )

Returns the position where the damage originated. Usually this is the barrel attachment of the weapon that inflicted the damage.

int DamageInfo_GetHitGroup( var damageInfo )

int DamageInfo_GetHitBox( var damageInfo )

string DamageInfo_GetDeathPackage( var damageInfo )

int DamageInfo_GetDamageType( var damageInfo )

int DamageInfo_GetCustomDamageType( var damageInfo )

int DamageInfo_GetDamageSourceIdentifier( var damageInfo )

Returns the eDamageSourceId

damageSourceId is an int that references an enum and can be used to identify what source damage came from.

damageSourceId is mostly found as an argument in some kill and damage related functions. Respawn has created a function that will attempt to localise the damageSourceId inputed. To add your own custom damageSourceID , see: :doc:../../northstar/customdamagesources

Other useful functions can be found in the damageinfo section of this page and in :doc:entities

GetObitFromdamageSourceId is a global function that attempts to localise the damageSourceId inputed, if it cannot get a localised string it will simply return the localisation string of the source.

float DamageInfo_GetViewPunchMultiplier( vare damageInfo )

float DamageInfo_GetDistFromAttackOrigin( var damageInfo )

Get the distance from where the bullet/projectile was fired.

float DamageInfo_GetDistFromExplosionCenter( var damageInfo )

If it's a radius damage, gives the distance from the center of the blast. Otherwise defaults to zero.

vector DamageInfo_GetDamageForce( var damageInfo )

Get damage force vector.

bool DamageInfo_IsRagdollAllowed( var damageInfo )

Checks if code is allowing this entity to ragdoll on death

int DamageInfo_GetDamageFlags( var damageInfo )

Get all DAMAGEFLAG_* flags.

bool DamageInfo_HasDamageFlags( var damageInfo, int damageFlags )

"Returns true if contains all given DAMAGEFLAG_* flags.

string DamageInfo_GetDamageWeaponName( var damageInfo )

Returns weapon name, even if weapon entity is gone

bool DamageInfo_ShouldRecordStatsForWeapon( var damageInfo )

Returns if stats should be recorded for damage weapon

Setters

void DamageInfo_SetForceKill( var damageInfo, bool force )

Sets whether this damage should force a kill

void DamageInfo_SetDamage( var damageInfo, float damage )

Set the amount of damage

void DamageInfo_SetCustomDamageType( var damageInfo, int damageType )

Overrides the damage type that was set by script when firing the weapon.

void DamageInfo_AddCustomDamageType( var damageInfo, int damageType )

Add a damage flag.

void DamageInfo_RemoveCustomDamageType( var damageInfo, int damageType )

Remove damage flag.

void DamageInfo_SetDamageSourceIdentifier( var damageInfo, int identifier )

Sets the damage source identifier.

void DamageInfo_SetDeathPackage( var damageInfo, string package )

Set what death (anim) package to use if this damage kills the guy.

void DamageInfo_SetDamageForce( var damageInfo, vector force )

Set damage force vector

void DamageInfo_SetFlinchDirection( var damageInfo, number direction )

Set which direction the target should flinch in.

void DamageInfo_AddDamageFlags( var damageInfo, int flags )

Add a DAMAGEFLAG_* flag.

Utils

bool IsCriticalHit( entity attacker, entity victim, number hitBox, number damage, int damageType )

bool IsRodeoHitBox( entity e, number f )

Helpers

bool HeavyArmorCriticalHitRequired( var damageInfo )

.. note::

SERVER only

bool CritWeaponInDamageInfo( var damageInfo )

.. note::

SERVER only

float GetCriticalScaler( ent, damageInfo )

.. note::

SERVER only

bool IsValidHeadShot( var damageInfo = null, entity victim = null, entity attacker = null, entity weapon = null, int hitGroup = -1, float attackDist = -1.0, entity inflictor = null )

bool IsMaxRangeShot( damageInfo )

bool IsMidRangeShot( damageInfo )

bool IsInstantDeath( var damageInfo )

bool IsTitanCrushDamage( damageInfo )

bool IsSuicide( entity attacker, entity victim, int damageSourceId )

string GetObitFromdamageSourceId( int damageSourceId )

Damage Flags

You can get a bitflag of all damage types used with DamageInfo_GetDamageType.

Damage flags

List of all Damage flags

Variable name Value
DF_GIB 1
DF_DISSOLVE 2
DF_INSTANT 3
DF_NO_SELF_DAMAGE 4
DF_IMPACT 5
DF_BYPASS_SHIELD 6
DF_RAGDOLL 7
DF_TITAN_STEP 8
DF_RADIUS_DAMAGE 9
DF_ELECTRICAL 10
DF_BULLET 11
DF_EXPLOSION 12
DF_MELEE 13
DF_NO_INDICATOR 14
DF_KNOCK_BACK 15
DF_STOPS_TITAN_REGEN 16
DF_DISMEMBERMENT 17
DF_MAX_RANGE 18
DF_SHIELD_DAMAGE 19
DF_CRITICAL 20
DF_SKIP_DAMAGE_PROT 21
DF_HEADSHOT 22
DF_VORTEX_REFIRE 23
DF_RODEO 24
DF_BURN_CARD_WEAPON 25
DF_KILLSHOT 26
DF_SHOTGUN 27
DF_SKIPS_DOOMED_STATE 28
DF_DOOMED_HEALTH_LOSS 29
DF_DOOM_PROTECTED 30
DF_DOOM_FATALITY 31
DF_NO_HITBEEP 32
Damage types
    global enum damageTypes
    {
        gibs = (DF_GIB)
        largeCaliberExp  = (DF_BULLET | DF_GIB | DF_EXPLOSION)
        gibBullet = (DF_BULLET | DF_GIB)
        instant = (DF_INSTANT)
        dissolve = (DF_DISSOLVE)
        projectileImpact = (DF_GIB)
        pinkMist = (DF_GIB) //If updated from DF_GIB, change the DF_GIB in Arc Cannon to match.
        ragdoll = (DF_RAGDOLL)
        titanStepCrush = (DF_TITAN_STEP)
        arcCannon = (DF_DISSOLVE | DF_GIB | DF_ELECTRICAL )
        electric = (DF_ELECTRICAL) //Only increases Vortex Shield decay for bullet weapons atm.
        explosive = (DF_RAGDOLL | DF_EXPLOSION )
        bullet = (DF_BULLET)
        largeCaliber = (DF_BULLET | DF_KNOCK_BACK)
        shotgun = (DF_BULLET | DF_GIB | DF_SHOTGUN )
        titanMelee = (DF_MELEE | DF_RAGDOLL)
        titanBerserkerMelee = (DF_MELEE | DF_RAGDOLL)
        titanEjectExplosion = (DF_GIB | DF_EXPLOSION)
        dissolveForce = (DF_DISSOLVE | DF_KNOCK_BACK | DF_EXPLOSION)
        rodeoBatteryRemoval = (DF_RODEO | DF_EXPLOSION | DF_STOPS_TITAN_REGEN )
    }