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Jul 22nd, 2018
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  1. Array for Weapon damage:
  2.  
  3. Code:
  4. float fWeaponDamage[55] =
  5. {
  6. 1.0, // 0 - Fist
  7. 1.0, // 1 - Brass knuckles
  8. 1.0, // 2 - Golf club
  9. 1.0, // 3 - Nitestick
  10. 1.0, // 4 - Knife
  11. 1.0, // 5 - Bat
  12. 1.0, // 6 - Shovel
  13. 1.0, // 7 - Pool cue
  14. 1.0, // 8 - Katana
  15. 1.0, // 9 - Chainsaw
  16. 1.0, // 10 - Dildo
  17. 1.0, // 11 - Dildo 2
  18. 1.0, // 12 - Vibrator
  19. 1.0, // 13 - Vibrator 2
  20. 1.0, // 14 - Flowers
  21. 1.0, // 15 - Cane
  22. 82.5, // 16 - Grenade
  23. 0.0, // 17 - Teargas
  24. 1.0, // 18 - Molotov
  25. 9.9, // 19 - Vehicle M4 (custom)
  26. 46.2, // 20 - Vehicle minigun (custom)
  27. 0.0, // 21
  28. 8.25, // 22 - Colt 45
  29. 13.2, // 23 - Silenced
  30. 46.2, // 24 - Deagle
  31. 49.5,//3.3, // 25 - Shotgun
  32. 49.5,//3.3, // 26 - Sawed-off
  33. 39.6,//4.95, // 27 - Spas
  34. 6.6, // 28 - UZI
  35. 8.25, // 29 - MP5
  36. 9.900001, // 30 - AK47
  37. 9.900001, // 31 - M4
  38. 6.6, // 32 - Tec9
  39. 24.750001, // 33 - Cuntgun
  40. 41.25, // 34 - Sniper
  41. 82.5, // 35 - Rocket launcher
  42. 82.5, // 36 - Heatseeker
  43. 1.0, // 37 - Flamethrower
  44. 46.2, // 38 - Minigun
  45. 82.5, // 39 - Satchel
  46. 0.0, // 40 - Detonator
  47. 0.33, // 41 - Spraycan
  48. 0.33, // 42 - Fire extinguisher
  49. 0.0, // 43 - Camera
  50. 0.0, // 44 - Night vision
  51. 0.0, // 45 - Infrared
  52. 0.0, // 46 - Parachute
  53. 0.0, // 47 - Fake pistol
  54. 2.64, // 48 - Pistol whip (custom)
  55. 9.9, // 49 - Vehicle
  56. 330.0, // 50 - Helicopter blades
  57. 82.5, // 51 - Explosion
  58. 1.0, // 52 - Car park (custom)
  59. 1.0, // 53 - Drowning
  60. 165.0 // 54 - Splat
  61. };
  62.  
  63. And the source code (PLAYER_SYNC):
  64.  
  65. Code:
  66. if (!tick_done)
  67. {
  68. tick = GetTickCount64();
  69. tick_done = true;
  70. }
  71.  
  72. if (GetTickCount64() - tick > 700) //replace 700 with your delay.
  73. {
  74. static int current_tick = 0;
  75.  
  76. stBulletData BulletData;
  77. parameters->ResetReadPointer();
  78. parameters->Read(packetId);
  79. parameters->Read((PCHAR)&BulletData, sizeof(stBulletData));
  80.  
  81. int weaponid = pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon;
  82.  
  83. for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
  84. {
  85. if (pSAMP->getPlayers()->pRemotePlayer[i] == nullptr)
  86. continue;
  87. if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData == nullptr)
  88. continue;
  89. if (!pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth)
  90. continue;
  91. float damage_t = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth / fWeaponDamage[pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon];
  92.  
  93.  
  94. for (int z = 0; z < round(damage_t) + 1; z++)
  95. {
  96. BulletData.byteType = 1;
  97. BulletData.fOrigin[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
  98. BulletData.fOrigin[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
  99. BulletData.fOrigin[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
  100.  
  101. BulletData.fTarget[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
  102. BulletData.fTarget[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
  103. BulletData.fTarget[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
  104.  
  105. if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->bytePlayerState == PLAYER_STATE_ONFOOT)
  106. {
  107. BulletData.fCenter[0] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
  108. BulletData.fCenter[1] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
  109. BulletData.fCenter[2] = 0.50f - ((rand() % 100) / 100.0f);
  110. }
  111. else
  112. {
  113. BulletData.fCenter[0] = 0.0f;
  114. BulletData.fCenter[1] = 0.0f;
  115. BulletData.fCenter[2] = 0.56f - ((rand() % 5) / 100.0f);
  116. }
  117.  
  118. BulletData.sTargetID = i;
  119. BulletData.byteWeaponID = weaponid;
  120. BitStream bsGiveDamage;
  121. bsGiveDamage.Write(false);
  122. bsGiveDamage.Write((USHORT)i);
  123. bsGiveDamage.Write((float)fWeaponDamage[weaponid]);
  124. bsGiveDamage.Write((int)weaponid);
  125. bsGiveDamage.Write((rand() % 7) + 3);
  126. pSAMP->sendRPC(RPC_GiveTakeDamage, &bsGiveDamage, HIGH_PRIORITY, RELIABLE_SEQUENCED, NULL, false);
  127.  
  128.  
  129. parameters->Reset();
  130. parameters->Write((BYTE)ID_BULLET_SYNC);
  131. parameters->Write((PCHAR)&BulletData, sizeof(stBulletData));
  132. pSAMP->sendPacket(parameters);
  133. }
  134.  
  135. }
  136.  
  137. tick = 0;
  138. tick_done = false;
  139. }
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