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Nov 18th, 2017
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Pawn 1.18 KB | None | 0 0
  1. SendBulletData(from, to, data[PR_BulletSync])
  2. {
  3.     new BitStream:bs = BS_New();
  4.  
  5.     BS_WriteValue(
  6.         bs,
  7.         PR_UINT8, ID_BULLET_SYNC,
  8.         PR_UINT16, from
  9.     );
  10.  
  11.     BS_WriteBulletSync(bs, data);
  12.  
  13.     BS_Send(bs, to);
  14.  
  15.     BS_Delete(bs);
  16. }
  17.  
  18. public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ){
  19.     if(hittype == BULLET_HIT_TYPE_PLAYER){
  20.         new bulletData[PR_BulletSync];
  21.  
  22.         bulletData[PR_hitType] = hittype;
  23.         bulletData[PR_hitId] = hitid;
  24.  
  25.         new Float:fOriginX, Float:fOriginY, Float:fOriginZ, Float:fHitPosX, Float:fHitPosY, Float:fHitPosZ;
  26.  
  27.         GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
  28.  
  29.         bulletData[PR_origin][0] = fOriginX;
  30.         bulletData[PR_origin][1] = fOriginY;
  31.         bulletData[PR_origin][2] = fOriginZ;
  32.              
  33.         bulletData[PR_hitPos][0] = fHitPosX;
  34.         bulletData[PR_hitPos][1] = fHitPosY;
  35.         bulletData[PR_hitPos][2] = fHitPosZ;
  36.  
  37.         bulletData[PR_weaponId] = weaponid;    
  38.         SendBulletData(playerid, hitid, bulletData);        
  39.     }
  40.  
  41.     return true;
  42. }
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