if (packetId == ID_BULLET_SYNC)
{
stBulletData OutgoingBulletData;
bitStream->ResetReadPointer();
bitStream->Read(packetId);
bitStream->Read((PCHAR)&OutgoingBulletData, sizeof(stBulletData));
if (last_cindex <= 1000)
{
struct actor_info *actor = getGTAPedFromSAMPPlayerID(last_cindex);
if (actor != NULL && actor->hitpoints_max != NULL)
{
float dpos[3];
vect3_copy(&actor->base.matrix[4 * 3], dpos);
OutgoingBulletData.sTargetID = last_cindex;
OutgoingBulletData.byteType = (BYTE)BULLET_HIT_TYPE_PLAYER;
for (int i = 0; i < 3; i++)
{
OutgoingBulletData.fTarget = dpos;
}
OutgoingBulletData.fCenter[0] = 0.1f;
OutgoingBulletData.fCenter[1] = 0.1f;
OutgoingBulletData.fCenter[2] = 0.1f;
bitStream->Reset();
bitStream->Write((BYTE)ID_BULLET_SYNC);
bitStream->Write((PCHAR)&OutgoingBulletData, sizeof(stBulletData));