diff --git a/ReallifeGamemode.Client/util/weapondamage.ts b/ReallifeGamemode.Client/util/weapondamage.ts index 1907a03a..013b0dd5 100644 --- a/ReallifeGamemode.Client/util/weapondamage.ts +++ b/ReallifeGamemode.Client/util/weapondamage.ts @@ -7,6 +7,11 @@ player.setSuffersCriticalHits(false); }); + mp.events.add('outgoingDamage', (sourceEntity, targetEntity, sourcePlayer, weapon, boneIndex, damage) => { + mp.events.call('checkPosition', targetEntity); + return true; + }); + mp.events.add("render", () => { if (blockInput) { mp.game.controls.disableControlAction(32, 142, true); diff --git a/ReallifeGamemode.Server/Events/PlayerEvent.cs b/ReallifeGamemode.Server/Events/PlayerEvent.cs index cdce4ffe..be41924c 100644 --- a/ReallifeGamemode.Server/Events/PlayerEvent.cs +++ b/ReallifeGamemode.Server/Events/PlayerEvent.cs @@ -9,6 +9,13 @@ namespace ReallifeGamemode.Server.Events { internal class PlayerEvent : Script { +<<<<<<< HEAD +======= + [ServerEvent(Event.PlayerDamage)] + public void OnPlayerDamage(Player player, float healthLoss, float armorLoss){ + } + +>>>>>>> 294e2537... NODMZONE ZUM TESTEN [RemoteEvent("CLIENT:SET_InFrontOfPos")] public void SetFrontOfPos(Player player, Vector3 pos) {