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Jun 28th, 2016
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  1. void BulletData(int i)
  2. {
  3. stRemotePlayer *pPlayer = SF->getSAMP()->getPlayers()->pRemotePlayer[ i ];
  4. if(!pPlayer) return;
  5. stBulletData sync;
  6. ZeroMemory(&sync, sizeof(stBulletData));
  7.  
  8. sync.sTargetID = i;
  9.  
  10. sync.fOrigin[0] = PEDSELF->GetPosition()->fX;
  11. sync.fOrigin[1] = PEDSELF->GetPosition()->fY;
  12. sync.fOrigin[2] = PEDSELF->GetPosition()->fZ;
  13.  
  14. sync.fTarget[0] = pPlayer->pPlayerData->fOnFootPos[0];
  15. sync.fTarget[1] = pPlayer->pPlayerData->fOnFootPos[1];
  16. sync.fTarget[2] = pPlayer->pPlayerData->fOnFootPos[2];
  17.  
  18. sync.fCenter[0] = 0.0;
  19. sync.fCenter[1] = 0.0;
  20. sync.fCenter[2] = 0.5;
  21.  
  22. sync.byteWeaponID = SF->getSAMP()->getPlayers()->pLocalPlayer->byteCurrentWeapon;
  23.  
  24. sync.byteType = 1;
  25.  
  26. BitStream BulletSync;
  27. BulletSync.Write((BYTE)PacketEnumeration::ID_BULLET_SYNC);
  28. BulletSync.Write( ( PCHAR ) &sync, sizeof( stBulletData ) );
  29. SF->getRakNet()->SendPacket( &BulletSync );
  30. }
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