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Hidend

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Joined
Mar 4, 2013
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this nigga removed the code, maybe someone wants

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));
 
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