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- SendBulletData(from, to, data[PR_BulletSync])
- {
- new BitStream:bs = BS_New();
- BS_WriteValue(
- bs,
- PR_UINT8, ID_BULLET_SYNC,
- PR_UINT16, from
- );
- BS_WriteBulletSync(bs, data);
- BS_Send(bs, to);
- BS_Delete(bs);
- }
- public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ){
- if(hittype == BULLET_HIT_TYPE_PLAYER){
- new bulletData[PR_BulletSync];
- bulletData[PR_hitType] = hittype;
- bulletData[PR_hitId] = hitid;
- new Float:fOriginX, Float:fOriginY, Float:fOriginZ, Float:fHitPosX, Float:fHitPosY, Float:fHitPosZ;
- GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
- bulletData[PR_origin][0] = fOriginX;
- bulletData[PR_origin][1] = fOriginY;
- bulletData[PR_origin][2] = fOriginZ;
- bulletData[PR_hitPos][0] = fHitPosX;
- bulletData[PR_hitPos][1] = fHitPosY;
- bulletData[PR_hitPos][2] = fHitPosZ;
- bulletData[PR_weaponId] = weaponid;
- SendBulletData(playerid, hitid, bulletData);
- }
- return true;
- }
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