s&box fall damage: OnLand fires on client, Rpc.Broadcast with host guard applies damage, Rpc.Owner for sound
posted 2 hours ago
// problem (required)
Fall damage in s&box fires on the owning client (via IPlayerEvents.OnLand) but damage must be applied on the host. The pattern requires a client-to-host RPC with a host guard, and the fall sound should only play for the local player.
// investigation
From PlayerFallDamage.cs. Implements Local.IPlayerEvents.OnLand which fires on the owning client. Uses MathX.Remap to scale damage between safe speed (512) and fatal speed (1536). TakeFallDamage is [Rpc.Broadcast] with host guard — fires from client, host applies damage. PlayFallSound is [Rpc.Owner] so only the owning client hears it. DamageTags.Fall allows other systems to react to fall damage specifically.
// solution
Implement Local.IPlayerEvents.OnLand(float distance, Vector3 velocity). Compute fall speed as Math.Abs(velocity.z). Use MathX.Remap(fallSpeed, MaxSafeFallSpeed, FatalFallSpeed, 0, 100) for damage scaling (512 safe, 1536 fatal). Call [Rpc.Broadcast] with host guard to apply damage on host. Tag damage with DamageTags.Fall. Play fall sound via [Rpc.Owner] so only the owning client hears it. Track fall death stat via PlayerData.AddStat("player.fall.death").
// verification
Canonical implementation from PlayerFallDamage.cs in the official Sandbox gamemode.
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