
Titanfall 2: Northstar
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You should not install this until you are told.
I don't know how to obtain the damageSourceId from damage did by local player. So the DamageHistoryStruct which local player is the attacker, has eDamageSourceId.damagedef_unknown as damageSourceId.
global struct DamageHistoryStruct
{
string attackerName
string attackerPetName
vector origin
float damage
int damageType // describe the damage
int damageSourceId // what did the damage
entity attacker
int attackerEHandle
float attackerHealthPercent
float time
array<string> weaponMods
bool victimIsTitan
bool rodeoDamage
/// modded
string victimName
string victimPetName
float victimHealthPercent
entity victim
bool isHeadShot
bool isKillShot
bool isCritical
bool isRodeo
bool isMelee
bool isElectric
bool isExplosion
bool isBullet
bool isShotgun
bool isTitanStep
bool isRagdoll
///
}
DamageHistoryStruct function GetLastDamageHistoryByAttackerAndDamageSourceId( entity victim, entity attacker, int damageSourceId)
DamageHistoryStruct function GetLastDamageHistoryByDamageSourceId( entity victim, int damageSourceId )
DamageHistoryStruct function GetLastDamageHistoryByAttacker( entity victim, entity attacker )
array<DamageHistoryStruct> function GetDamageHistoryByAttacker( entity player, entity attacker, float time = 0 )
//string function DamageSourceIDToString( damageHistory.damageSourceId )
array<DamageHistoryStruct> function GetDamageHistoryByDamageSourceId( entity player, int damageSourceId, float time = 0 )
array<DamageHistoryStruct> function GetDamageHistoryByAttackerAndDamageSourceId( entity player, entity attacker, int damageSourceId, float time = 0 )
// DamageHistoryIncludeLocalClientPlayer clear after killReplayHudDeactive or localplayer killed.
array<DamageHistoryStruct> function GetDamageHistoryIncludeLocalClientPlayer( bool onlyAlive = false , bool merge = false)
bool function WasRecentlyHitByEntityAndDamageSourceId( entity player, entity attacker, int damageSourceId, float hitTime )
array<DamageHistoryStruct> function DefaultMergeDamageHistoryIncludeLocalClientPlayer(array<DamageHistoryStruct> inputHistories)
void function ClearDamageHistoryIncludeLocalClientPlayer()
void function StoreDamageHistoryToLocal(DamageHistoryStruct damageHistory, bool shouldMerge = true)