OnPlayerTakeDamagePost (on_player_take_damage_post)¶
CSS listener OnPlayerTakeDamagePost.
Who gets credit: the event player(s) listed under task types.
Task types¶
Put one of these in your task type: field:
on_player_take_damage_post
Minimal YAML¶
Save under blueprints/. Add rules from the table below — see Rules.
tasks:
- id: example
type: on_player_take_damage_post
amount: 1
rules: []
Attributes (rule keys)¶
Unknown keys never match — see Rules.
| Key | Type |
|---|---|
| global event data | see page |
| player data | prefixes player |
damage.damage |
float |
damage.totalled_damage |
float |
damage.bits_damage_type |
string |
damage.damage_custom |
int |
damage.ammo_type |
int |
damage.original_damage |
float |
damage.should_bleed |
bool |
damage.should_spark |
bool |
damage.damage_flags |
string |
damage.hit_group_id |
string |
damage.num_objects_penetrated |
int |
damage.friendly_fire_damage_reduction_ratio |
float |
damage.stopped_bullet |
bool |
damage.in_take_damage_flow |
bool |
result.health_lost |
int |
result.health_before |
int |
result.damage_dealt |
float |
result.pre_modified_damage |
float |
result.totalled_health_lost |
int |
result.totalled_damage_dealt |
float |
result.totalled_pre_modified_damage |
float |
result.new_damage_accumulator_value |
float |
result.damage_flags |
string |
result.was_damage_suppressed |
bool |
result.suppress_flinch |
bool |
result.override_flinch_hit_group |
string |