{"id":1746,"date":"2026-05-11T13:52:49","date_gmt":"2026-05-11T12:52:49","guid":{"rendered":"https:\/\/grimms3dworlds.ddns.net\/?page_id=1746"},"modified":"2026-05-11T14:07:47","modified_gmt":"2026-05-11T13:07:47","slug":"means-of-death-reference","status":"publish","type":"page","link":"https:\/\/grimms3dworlds.ddns.net\/index.php\/means-of-death-reference\/","title":{"rendered":""},"content":{"rendered":"\n<div class=\"tutorial-container\">\n    <h1>Call of Duty 2: sMeansOfDeath Values Reference<\/h1>\n    \n    <p>This is a complete reference of all <code>sMeansOfDeath<\/code> values found in the CoD2 dedicated server binary. These are passed to <code>Callback_PlayerDamage<\/code> and <code>Callback_PlayerKilled<\/code>.<\/p>\n\n    <div class=\"note\">\n        <p><strong>Note:<\/strong> These strings are generated by the game engine. Modders use them for custom kill handling, obituaries, damage feedback, etc.<\/p>\n    <\/div>\n\n    <h2>sMeansOfDeath Table<\/h2>\n\n    <table class=\"mod-table\">\n        <thead>\n            <tr>\n                <th>sMeansOfDeath<\/th>\n                <th>Description<\/th>\n            <\/tr>\n        <\/thead>\n        <tbody>\n            <tr>\n                <td><code>MOD_CRUSH<\/code><\/td>\n                <td>Crushed by moving objects, tanks, or collapsing structures.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_EXPLOSIVE<\/code><\/td>\n                <td>Generic explosive damage (satchels, artillery, etc.).<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_FALLING<\/code><\/td>\n                <td>Falling from height.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_GRENADE<\/code><\/td>\n                <td>Direct grenade impact.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_GRENADE_SPLASH<\/code><\/td>\n                <td>Grenade explosion splash damage (most common grenade death).<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_HEAD_SHOT<\/code><\/td>\n                <td>Headshot with bullets. Engine usually sets this automatically on head hits.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_MELEE<\/code><\/td>\n                <td>Knife \/ bayonet kill.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_PISTOL_BULLET<\/code><\/td>\n                <td>Pistol bullet damage.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_PROJECTILE<\/code><\/td>\n                <td>Direct rocket hit (Panzerfaust \/ Panzerschreck).<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_PROJECTILE_SPLASH<\/code><\/td>\n                <td>Rocket explosion splash damage.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_RIFLE_BULLET<\/code><\/td>\n                <td>Rifle, SMG, and machine gun bullets (most common).<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_SUICIDE<\/code><\/td>\n                <td>Suicide via \/kill command.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_TELEFRAG<\/code><\/td>\n                <td>Rare spawn-on-player telefrag.<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_TRIGGER_HURT<\/code><\/td>\n                <td>Map trigger_hurt zones (fire, gas, death zones, etc.).<\/td>\n            <\/tr>\n            <tr>\n                <td><code>MOD_UNKNOWN<\/code><\/td>\n                <td>Unknown damage type (fallback).<\/td>\n            <\/tr>\n        <\/tbody>\n    <\/table>\n\n    <h2>Common GSC Usage Example<\/h2>\n\n    <pre><code>if (sMeansOfDeath == \"MOD_HEAD_SHOT\")\n    iPrintLnBold(\"^2HEADSHOT!\");\n\nelse if (sMeansOfDeath == \"MOD_MELEE\")\n    \/\/ knife death logic\n\nelse if (sMeansOfDeath == \"MOD_GRENADE\" || sMeansOfDeath == \"MOD_GRENADE_SPLASH\" || sMeansOfDeath == \"MOD_EXPLOSIVE\")\n    \/\/ explosive handling\n\nelse if (sMeansOfDeath == \"MOD_FALLING\")\n    \/\/ fall damage\n\nelse if (sMeansOfDeath == \"MOD_RIFLE_BULLET\" || sMeansOfDeath == \"MOD_PISTOL_BULLET\")\n    \/\/ bullet damage\n<\/code><\/pre>\n\n<\/div>\n\n<style>\n    .tutorial-container {\n        font-family: 'Segoe UI', Arial, sans-serif !important;\n        max-width: 950px;\n        margin: 20px auto;\n        padding: 30px;\n        background: #ffffff !important;\n        border-radius: 8px;\n        box-shadow: 0 4px 15px rgba(0,0,0,0.12);\n    }\n\n    .tutorial-container * {\n        color: #1a1a1a !important;\n    }\n\n    .tutorial-container h1,\n    .tutorial-container h2 {\n        color: #1a3c5e !important;\n    }\n\n    .note {\n        background: #f0f7ff !important;\n        border-left: 5px solid #1a7fd6 !important;\n        padding: 15px 20px !important;\n        margin: 20px 0 !important;\n    }\n\n    \/* Table *\/\n    .mod-table {\n        width: 100% !important;\n        border-collapse: collapse !important;\n        margin: 25px 0 !important;\n        background: #ffffff !important;\n        border: 2px solid #1a3c5e !important;\n    }\n\n    .mod-table th, .mod-table td {\n        padding: 14px 16px !important;\n        border: 1px solid #bbb !important;\n        color: #1a1a1a !important;\n    }\n\n    .mod-table th {\n        background: #1a3c5e !important;\n        color: #ffffff !important;\n    }\n\n    .mod-table tr:nth-child(even) {\n        background: #f0f5ff !important;\n    }\n\n    \/* CODE BLOCK - Very aggressive overrides *\/\n    .tutorial-container pre {\n        background: #2d2d2d !important;\n        color: #e0f0ff !important;\n        padding: 20px !important;\n        border-radius: 6px !important;\n        overflow-x: auto !important;\n        border: 2px solid #444 !important;\n        margin: 20px 0 !important;\n        font-size: 15px !important;\n        line-height: 1.55 !important;\n    }\n\n    .tutorial-container pre * {\n        color: #e0f0ff !important;\n        background: transparent !important;\n    }\n\n    .tutorial-container pre code {\n        color: #e0f0ff !important;\n        background: none !important;\n    }\n<\/style>\n","protected":false},"excerpt":{"rendered":"<p>Call of Duty 2: sMeansOfDeath Values Reference This is a complete reference of all sMeansOfDeath values found in the CoD2 dedicated server binary. These are passed to Callback_PlayerDamage and Callback_PlayerKilled. Note: These strings are generated by the game engine. Modders use them for custom kill handling, obituaries, damage feedback, etc. sMeansOfDeath Table sMeansOfDeath Description MOD_CRUSH [&#8230;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1746","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/pages\/1746","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/comments?post=1746"}],"version-history":[{"count":8,"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/pages\/1746\/revisions"}],"predecessor-version":[{"id":1755,"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/pages\/1746\/revisions\/1755"}],"wp:attachment":[{"href":"https:\/\/grimms3dworlds.ddns.net\/index.php\/wp-json\/wp\/v2\/media?parent=1746"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}