EventBulletDamage
Interface EventBulletDamage
Namespace: SwiftlyS2.Shared.GameEventDefinitions
Assembly: SwiftlyS2.CS2.dll
Event "bullet_damage"
public interface EventBulletDamage : IGameEvent<EventBulletDamage>Implements
Properties
AimPunchX
aim punch x
type: float
float AimPunchX { get; set; }AimPunchY
aim punch y
type: float
float AimPunchY { get; set; }AimPunchZ
aim punch z
type: float
float AimPunchZ { get; set; }AttackTickCount
attack tick
type: int
int AttackTickCount { get; set; }AttackTickFrac
attack frac
type: float
float AttackTickFrac { get; set; }Attacker
player index who attacked
type: player_controller_and_pawn
int Attacker { get; set; }DamageDirX
direction vector of the bullet
type: float
float DamageDirX { get; set; }DamageDirY
direction vector of the bullet
type: float
float DamageDirY { get; set; }DamageDirZ
direction vector of the bullet
type: float
float DamageDirZ { get; set; }Distance
how far the bullet travelled before it hit the player
type: float
float Distance { get; set; }InAir
was the shooter jumping?
type: bool
bool InAir { get; set; }InaccuracyAir
air inaccuracy
type: float
float InaccuracyAir { get; set; }InaccuracyMove
move inaccuracy
type: float
float InaccuracyMove { get; set; }InaccuracyTotal
total inaccuracy
type: float
float InaccuracyTotal { get; set; }NoScope
was the shooter noscoped?
type: bool
bool NoScope { get; set; }NumPenetrations
how many surfaces were penetrated
type: byte
byte NumPenetrations { get; set; }RecoilIndex
recoil index. Yes this is really a float.
type: float
float RecoilIndex { get; set; }RenderTickCount
render tick
type: int
int RenderTickCount { get; set; }RenderTickFrac
render frac
type: float
float RenderTickFrac { get; set; }ShootAngX
shoot angle x
type: float
float ShootAngX { get; set; }ShootAngY
shoot angle y
type: float
float ShootAngY { get; set; }ShootAngZ
shoot angle z
type: float
float ShootAngZ { get; set; }Type
lag compensation type
type: int
int Type { get; set; }Victim
player index who was hurt
type: player_controller_and_pawn
int Victim { get; set; }