# HitSpot
A damage region on a damageable object. Put it on a body part and give it a multiplier, and hits on that spot apply damage times the multiplier to the nearest Character in an ancestor. That's how you make headshots count.
It works great on HitMesh pieces too, since those get regenerated with the components you add to them. Put a HitSpot on the head piece and it stays with the model.
# Props
| Prop | Type | Default | Description |
|---|---|---|---|
| multiplier | number | 1 | The damage multiplier of this region. |
# Methods
applyDamage(damage, attackerTeam?): appliesdamage * multiplierto the nearest ancestor Character. This is what Projectiles resolve to.