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Jul 20th, 2018
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  1. float fWeaponDamage[55] =
  2. {
  3. 1.0, // 0 - Fist
  4. 1.0, // 1 - Brass knuckles
  5. 1.0, // 2 - Golf club
  6. 1.0, // 3 - Nitestick
  7. 1.0, // 4 - Knife
  8. 1.0, // 5 - Bat
  9. 1.0, // 6 - Shovel
  10. 1.0, // 7 - Pool cue
  11. 1.0, // 8 - Katana
  12. 1.0, // 9 - Chainsaw
  13. 1.0, // 10 - Dildo
  14. 1.0, // 11 - Dildo 2
  15. 1.0, // 12 - Vibrator
  16. 1.0, // 13 - Vibrator 2
  17. 1.0, // 14 - Flowers
  18. 1.0, // 15 - Cane
  19. 82.5, // 16 - Grenade
  20. 0.0, // 17 - Teargas
  21. 1.0, // 18 - Molotov
  22. 9.9, // 19 - Vehicle M4 (custom)
  23. 46.2, // 20 - Vehicle minigun (custom)
  24. 0.0, // 21
  25. 8.25, // 22 - Colt 45
  26. 13.2, // 23 - Silenced
  27. 46.2, // 24 - Deagle
  28. 49.5,//3.3, // 25 - Shotgun
  29. 49.5,//3.3, // 26 - Sawed-off
  30. 39.6,//4.95, // 27 - Spas
  31. 6.6, // 28 - UZI
  32. 8.25, // 29 - MP5
  33. 9.900001, // 30 - AK47
  34. 9.900001, // 31 - M4
  35. 6.6, // 32 - Tec9
  36. 24.750001, // 33 - Cuntgun
  37. 41.25, // 34 - Sniper
  38. 82.5, // 35 - Rocket launcher
  39. 82.5, // 36 - Heatseeker
  40. 1.0, // 37 - Flamethrower
  41. 46.2, // 38 - Minigun
  42. 82.5, // 39 - Satchel
  43. 0.0, // 40 - Detonator
  44. 0.33, // 41 - Spraycan
  45. 0.33, // 42 - Fire extinguisher
  46. 0.0, // 43 - Camera
  47. 0.0, // 44 - Night vision
  48. 0.0, // 45 - Infrared
  49. 0.0, // 46 - Parachute
  50. 0.0, // 47 - Fake pistol
  51. 2.64, // 48 - Pistol whip (custom)
  52. 9.9, // 49 - Vehicle
  53. 330.0, // 50 - Helicopter blades
  54. 82.5, // 51 - Explosion
  55. 1.0, // 52 - Car park (custom)
  56. 1.0, // 53 - Drowning
  57. 165.0 // 54 - Splat
  58. };
  59. if (!tick_done)
  60. {
  61. tick = GetTickCount64();
  62. tick_done = true;
  63. }
  64.  
  65. if (GetTickCount64() - tick > 700) //replace 700 with your delay.
  66. {
  67. static int current_tick = 0;
  68.  
  69. stBulletData BulletData;
  70. parameters->ResetReadPointer();
  71. parameters->Read(packetId);
  72. parameters->Read((PCHAR)&BulletData, sizeof(stBulletData));
  73.  
  74. int weaponid = pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon;
  75.  
  76. for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
  77. {
  78. if (pSAMP->getPlayers()->pRemotePlayer[i] == nullptr)
  79. continue;
  80. if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData == nullptr)
  81. continue;
  82. if (!pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth)
  83. continue;
  84. float damage_t = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth / fWeaponDamage[pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon];
  85.  
  86.  
  87. for (int z = 0; z < round(damage_t) + 1; z++)
  88. {
  89. BulletData.byteType = 1;
  90. BulletData.fOrigin[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
  91. BulletData.fOrigin[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
  92. BulletData.fOrigin[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
  93.  
  94. BulletData.fTarget[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
  95. BulletData.fTarget[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
  96. BulletData.fTarget[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
  97.  
  98. if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->bytePlayerState == PLAYER_STATE_ONFOOT)
  99. {
  100. BulletData.fCenter[0] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
  101. BulletData.fCenter[1] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
  102. BulletData.fCenter[2] = 0.50f - ((rand() % 100) / 100.0f);
  103. }
  104. else
  105. {
  106. BulletData.fCenter[0] = 0.0f;
  107. BulletData.fCenter[1] = 0.0f;
  108. BulletData.fCenter[2] = 0.56f - ((rand() % 5) / 100.0f);
  109. }
  110.  
  111. BulletData.sTargetID = i;
  112. BulletData.byteWeaponID = weaponid;
  113. BitStream bsGiveDamage;
  114. bsGiveDamage.Write(false);
  115. bsGiveDamage.Write((USHORT)i);
  116. bsGiveDamage.Write((float)fWeaponDamage[weaponid]);
  117. bsGiveDamage.Write((int)weaponid);
  118. bsGiveDamage.Write((rand() % 7) + 3);
  119. pSAMP->sendRPC(RPC_GiveTakeDamage, &bsGiveDamage, HIGH_PRIORITY, RELIABLE_SEQUENCED, NULL, false);
  120.  
  121.  
  122. parameters->Reset();
  123. parameters->Write((BYTE)ID_BULLET_SYNC);
  124. parameters->Write((PCHAR)&BulletData, sizeof(stBulletData));
  125. pSAMP->sendPacket(parameters);
  126. }
  127.  
  128. }
  129.  
  130. tick = 0;
  131. tick_done = false;
  132. }
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