
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 victimIsNPC = false
bool isHeadShot
bool isKillShot
bool isCritical
bool isRodeo
bool isMelee
bool isElectric
bool isExplosion
bool isBullet
bool isShotgun
bool isTitanStep
bool isRagdoll
bool isGib
///
}
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,
float mergeInterval = MERGE_INTERVAL
void function ClearDamageHistoryIncludeLocalClientPlayer()
void function StoreDamageHistoryToLocal(DamageHistoryStruct damageHistory, bool shouldMerge = true)