These should probably just do default damage. I can't think of a good way to detect these prop_physics dynamically, so I'm thinking it'll have to just be a model name string compare for each damage instance handled by this plugin. To my knowledge, this is just { "brickpallets_break" = 13, "boat_smash_break" = 23, "concretepiller01_dm01" = 8 } for mapping model names to damage values. Fortunately, should a future campaign release where some breakable piece is doing 100 damage when it clearly shouldn't, that should make itself clear pretty quickly and be very easy to add a check for.
Maybe an alternative solution would be to just use default damage for hittable damage instances with damage values below some threshold, like < 24 or maybe < 50 damage? Unsure of potential downsides here in practice (what might get caught here that should actually be doing 100 damage? Maybe certain hittables on incapped survivors?), something I just now thought of that at least sounds good in theory.
These should probably just do default damage. I can't think of a good way to detect these prop_physics dynamically, so I'm thinking it'll have to just be a model name string compare for each damage instance handled by this plugin. To my knowledge, this is just { "brickpallets_break" = 13, "boat_smash_break" = 23, "concretepiller01_dm01" = 8 } for mapping model names to damage values. Fortunately, should a future campaign release where some breakable piece is doing 100 damage when it clearly shouldn't, that should make itself clear pretty quickly and be very easy to add a check for.
Maybe an alternative solution would be to just use default damage for hittable damage instances with damage values below some threshold, like < 24 or maybe < 50 damage? Unsure of potential downsides here in practice (what might get caught here that should actually be doing 100 damage? Maybe certain hittables on incapped survivors?), something I just now thought of that at least sounds good in theory.