HELP Required about Fakebullet

0x32789

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May 26, 2014
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Hi guys, I added fake bullets sender, it sends them but they dont tend to damage players, I just see bullets going to them but no damage or headshot sound(not even sometimes).
The server has no anticheat against fake bullet or rapid fire, I tried command&kill 0.3.7 cleo it still works and others too, why not this?


this is my function:
Code:
void cmd_peacemaker(char *params)
{
	int playerid, requests;
	if (!strlen(params) || sscanf(params, "%d%d", &playerid, &requests) < 2)
		return addMessageToChatWindow("USAGE: /.peacemaker [playerid] [requests]");

	addMessageToChatWindow("[INFO] Sending peace requests, Make sure your holding a gun.");
	int count;
	count = 0;
	for ( int v = 0; v < requests; v++ )
	{
		count++;
		g_RakClient->SendFakeBulletToPlayer(playerid);
	}
	addMessageToChatWindow("[INFO] Sent %d/%d peace bullets to player id %d.", count,requests,playerid);
}
NOTE: it also shows sent 5/5 peace bullets to player

and this is my sendfakebullettoplayer
Code:
void RakClient::SendFakeBulletToPlayer(int PlayerID)
{
	actor_info *self = actor_info_get(ACTOR_SELF, NULL);
	actor_info *target = getGTAPedFromSAMPPlayerID(PlayerID);

	if(self != NULL && target != NULL)
	{
		if(g_Players->iIsListed[PlayerID] != 1)
			return;

		stBulletData bsSync;

		memset(&bsSync, 0, sizeof(stBulletData));

		bsSync.bHitType = (BYTE)BULLET_HIT_TYPE_PLAYER;
		bsSync.iHitID = (unsigned short)PlayerID;

		vect3_copy(&self->base.matrix[4 * 3], bsSync.fHitOrigin);
		vect3_copy(&target->base.matrix[4 * 3], bsSync.fHitTarget);

		bsSync.fCenterOfHit[0] = (float)0x7FFFFFFF;
		bsSync.fCenterOfHit[1] = (float)0x7FFFFFFF;
		bsSync.fCenterOfHit[2] = (float)0x7FFFFFFF;

		BitStream bsSend;

		bsSend.Write((BYTE)ID_BULLET_SYNC);
		bsSend.Write((PCHAR)&bsSync, sizeof(stBulletData));

		g_RakClient->Send(&bsSend, HIGH_PRIORITY, UNRELIABLE_SEQUENCED, 0);

		CVector vecOrigin = CVector(bsSync.fHitOrigin[0], bsSync.fHitOrigin[1], bsSync.fHitOrigin[2]);
		CVector vecDirection = CVector(bsSync.fHitTarget[0], bsSync.fHitTarget[1], bsSync.fHitTarget[2]);

		CColPoint* pColPoint;
		CEntitySAInterface	*pCollisionEntity = NULL;

		bool bCollision = GTAfunc_ProcessLineOfSight( &vecOrigin, &vecDirection, &pColPoint, &pCollisionEntity, 0, 0, 0, 0, 0, 0, 0, 0 );

		pPedSelf->GetWeapon(pPedSelf->GetCurrentWeaponSlot())->DoBulletImpact(0, 0, &vecOrigin, &vecDirection, 0, 0);
	}
}
 
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