ClientKillCallback
Used as a dependency for other mods, resource for modders.
Last updated | 2 years ago |
Total downloads | 45549 |
Total rating | 7 |
Categories | Mods Client-side Language: EN |
Dependency string | S2Mods-ClientKillCallback-2.0.1 |
Dependants | 28 other packages depend on this package |
README
KillCallback
Adds a client sided callback triggered each player kill in the match.
Note:
Thanks to Fifty#8113
and Spoon#1812
as they did most of the work on this.
For end users:
This alone does nothing but is required for other mods to function.
If another mod listed this one as its dependency, download it!
For modders:
Changelog:
- v2.0.1:
- Added
bool victimIsOwnedTitan
to callback params
- Added
Due to the new update, all mods which require this one must be updated (v1.0.0 -> v2.0.0+).
AddClientCallback_OnPlayerKilled ( void functionref ( ObituaryCallbackParams {entity victim, entity attacker, int damageSourceId, int scriptDamageType} ) customCallback)
With the new update made by Uniboi, the arguments of current callbacks need to be replaced with an ObituaryCallbackParams
struct.
The struct currently contains:
- entity attacker
- entity victim
- int damageSourceId
- int scriptDamageType
- bool victimIsOwnedTitan
Example:
void function afterClientInit(){
AddCallback_OnPlayerKilled ( myCallbackFunction )
}
void function myCallbackFunction ( ObituaryCallbackParams inputParams ) {
if(inputParams.attacker == GetLocalClientPlayer() && DamageSourceIDToString(inputParams.damageSourceId) == "mp_weapon_sniper")
thread myOnKillFunction()
}
Note: this is triggered each time a player gets killed in a match, not just by the client player. If you only care about client player's kills, simply check if inputParams.attacker == GetLocalClientPlayer()