Is there a player hit multiplier for ttt weapons?

I want to have a weapon that does 300 dmg to props, but do about 30 to players. I was hoping to accomplish this with a base 300 dmg and a player hit multiplier of 0.1 or base 30 dmg and a prop hit multiplier of 10. Can anyone help me out?

If you’re using FireBullets, just set the damage to 0 and add a callback function which sets the damage and applies the damage in the callback:
[lua]
local bul = {}

bul.Num = 1
bul.Src = self.Owner:GetShootPos()
bul.Dir = self.Owner:GetAimVector() 
bul.Spread = Vector(0.05, 0.05, 0)
bul.Tracer = 4
bul.Force = 1
bul.Damage = 0
bul.AmmoType = "Pistol"
bul.Callback = function(ply, tr, dmg)
	local hitEnt = tr.Entity
	dmg:SetDamage(300)
	if hitEnt:IsPlayer() then
		dmg:ScaleDamage(0.1)
	end
	hitEnt:TakeDamageInfo(dmg)
end

self.Owner:FireBullets(bul)

[/lua]

Or you could use the ScalePlayerDamage hook, but that is a little less neat.

Sorry I was a bit vague, but thats really good to know. I wanted to have some sort of melee wepon do this, would that still work?

Most melee weapons use a trace then apply damage, so you can just check if the entity that the trace hit is a player.

Sorry, I’m a bit new to this, can you provide an example?