call @SendFakeBulletSync 1 0@
Will send fake bullet sync to the designated victim id and the victim will lose health if the sender has a weapon which can fire bullets, else if the sender doesn't have any weapons, then it will freeze the victim's movements i.e. he won't be able to move.
Code:
:SendFakeBulletSync
0B20: samp 9@ = actor_handle_by_samp_player_id 0@
0209: 16@ = 0 52
Actor.StorePos($PLAYER_ACTOR, 10@ 11@ 12@)
Actor.StorePos(9@, 13@ 14@ 15@)
0AC8: 5@ = allocate_memory_size 40
0C0D: struct 5@ offset 0 size 1 = 1
0C0D: struct 5@ offset 1 size 2 = 0@
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
0C0D: struct 5@ offset 15 size 4 = 13@
0C0D: struct 5@ offset 19 size 4 = 14@
0C0D: struct 5@ offset 23 size 4 = 15@
0C0D: struct 5@ offset 39 size 1 = 16@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.5 // 0.5 will hit the head, make it 0.0 for the body
0B3D: raknet 6@ = new_bit_stream
0B40: raknet bit_stream 6@ write 206 type 0 size 1
0B40: raknet bit_stream 6@ write 5@ type 5 size 40
0B8B: raknet send bit_stream 6@
0B3E: raknet delete_bit_stream 6@
0AC9: free_allocated_memory 5@
0AB2: ret 0
Will send fake bullet sync to the designated victim id and the victim will lose health if the sender has a weapon which can fire bullets, else if the sender doesn't have any weapons, then it will freeze the victim's movements i.e. he won't be able to move.