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- damage = {[2] = .11, [4] = .3, [13] = .25, [11] = .1,af [14] = .3334}
- function Shoot(args, player)
- distance = Vector3.Distance(args.target:GetPosition(), player:GetPosition())*.01
- myWeapon = args.weapon
- if args.closestbone == "ragdoll_Head" then
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 3)
- print("headshot")
- elseif args.closestbone == "ragdoll_RightArm" or args.closestbone == "ragdoll_LeftArm" or args.closestbone == "ragdoll_Spine1" then -- chest area
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 1.1)
- print("chest-shot")
- elseif args.closestbone == "ragdoll_Spine" or args.closestbone == "ragdoll_Hips" then -- stomach area
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 1.35)
- print("gut-shot")
- elseif args.closestbone == "ragdoll_RightForeArm" or args.closestbone == "ragdoll_LeftForeArm" then
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 0.75)
- print("arm-shot")
- elseif args.closestbone == "ragdoll_LeftLeg" or args.closestbone == "ragdoll_RightLeg" then
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 0.6)
- print("leg-shot")
- elseif args.closestbone == "ragdoll_RightFoot" or args.closestbone == "ragdoll_LeftFoot" then
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 0.4)
- print("pro foot-shot")
- else
- print("Bone not found, applying arbitrary damage")
- args.target:SetHealth(args.target:GetHealth()- ((1-distance)*(damage[myWeapon])) * 1)
- end
- --Chat:Broadcast(tostring(args.target).. " was hit by" .. tostring(player) .. ". " .. tostring(args.target:GetHealth()) .. "health remaining", Color(0, 0, 255))
- end
- Network:Subscribe("Shoot", Shoot)
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