2020-04-26, 05:26 PM
OnPlayerTakeDamage is currently called after a player has already taken the damage. This makes it impossible to make a custom damage system.
1. OnPlayerGiveDamage does the same thing. This callback seems redundant anyway since we got lag compensation with 0.3z, no idea why that's still around.
2. OnPlayerWeaponShot prevents bullet data from being sent entirely. People don't even see when they are hit.
3. SetPlayerTeam does not prevent self-inflicted damage.
I'd like to suggest calling OnPlayerTakeDamage BEFORE a player takes damage. This way all damage could be prevented - but not all death events which brings me to my next point: death events hardcoded into the game, like a car explosion while being in the driver's seat or a parachute splat. Having greater control over these as well would give us total control over any and all damage and death events.
1. OnPlayerGiveDamage does the same thing. This callback seems redundant anyway since we got lag compensation with 0.3z, no idea why that's still around.
2. OnPlayerWeaponShot prevents bullet data from being sent entirely. People don't even see when they are hit.
3. SetPlayerTeam does not prevent self-inflicted damage.
I'd like to suggest calling OnPlayerTakeDamage BEFORE a player takes damage. This way all damage could be prevented - but not all death events which brings me to my next point: death events hardcoded into the game, like a car explosion while being in the driver's seat or a parachute splat. Having greater control over these as well would give us total control over any and all damage and death events.