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# Cause of Death

With `Config.ShowCause = true` the screen shows an icon and the cause, for example "Gunshot wound" under "CAUSE OF DEATH".

| Cause       | English        | Icon       |
| ----------- | -------------- | ---------- |
| `shot`      | Gunshot wound  | crosshair  |
| `melee`     | Blunt force    | fist       |
| `explosion` | Explosion      | burst      |
| `fire`      | Burns          | flame      |
| `fall`      | Fall           | arrow down |
| `drowning`  | Drowning       | waves      |
| `vehicle`   | Vehicle impact | car        |
| `bleeding`  | Blood loss     | drop       |

The texts are `cause_<key>` entries in `locales/*.json`, change them there.

## Where the cause comes from

* **Qbox:** `qbx_medical` passes the attacker and the weapon with its death event
* **ESX:** `es_extended` passes the cause and the killer with `esx:onPlayerDeath`
* **QBCore and standalone:** the last damage the player took is remembered through the game event `CEventNetworkEntityDamage`

If a player is downed first and dies later, the cause of the last stand is kept. When the framework reports nothing, no cause is shown.

## Killer name

`Config.ShowKillerName` shows "Killed by " when another player killed the character. It is **off by default**: it invites revenge and metagaming. The name is the character name from your framework, resolved by the server.


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