DavidRO99 said:Fake damage
float fWeaponDamage[55] =
{
1.0, // 0 - Fist
1.0, // 1 - Brass knuckles
1.0, // 2 - Golf club
1.0, // 3 - Nitestick
1.0, // 4 - Knife
1.0, // 5 - Bat
1.0, // 6 - Shovel
1.0, // 7 - Pool cue
1.0, // 8 - Katana
1.0, // 9 - Chainsaw
1.0, // 10 - Dildo
1.0, // 11 - Dildo 2
1.0, // 12 - Vibrator
1.0, // 13 - Vibrator 2
1.0, // 14 - Flowers
1.0, // 15 - Cane
82.5, // 16 - Grenade
0.0, // 17 - Teargas
1.0, // 18 - Molotov
9.9, // 19 - Vehicle M4 (custom)
46.2, // 20 - Vehicle minigun (custom)
0.0, // 21
8.25, // 22 - Colt 45
13.2, // 23 - Silenced
46.2, // 24 - Deagle
49.5,//3.3, // 25 - Shotgun
49.5,//3.3, // 26 - Sawed-off
39.6,//4.95, // 27 - Spas
6.6, // 28 - UZI
8.25, // 29 - MP5
9.900001, // 30 - AK47
9.900001, // 31 - M4
6.6, // 32 - Tec9
24.750001, // 33 - Cuntgun
41.25, // 34 - Sniper
82.5, // 35 - Rocket launcher
82.5, // 36 - Heatseeker
1.0, // 37 - Flamethrower
46.2, // 38 - Minigun
82.5, // 39 - Satchel
0.0, // 40 - Detonator
0.33, // 41 - Spraycan
0.33, // 42 - Fire extinguisher
0.0, // 43 - Camera
0.0, // 44 - Night vision
0.0, // 45 - Infrared
0.0, // 46 - Parachute
0.0, // 47 - Fake pistol
2.64, // 48 - Pistol whip (custom)
9.9, // 49 - Vehicle
330.0, // 50 - Helicopter blades
82.5, // 51 - Explosion
1.0, // 52 - Car park (custom)
1.0, // 53 - Drowning
165.0 // 54 - Splat
};
if (!tick_done)
{
tick = GetTickCount64();
tick_done = true;
}
if (GetTickCount64() - tick > 700) //replace 700 with your delay.
{
static int current_tick = 0;
stBulletData BulletData;
parameters->ResetReadPointer();
parameters->Read(packetId);
parameters->Read((PCHAR)&BulletData, sizeof(stBulletData));
int weaponid = pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon;
for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
{
if (pSAMP->getPlayers()->pRemotePlayer[i] == nullptr)
continue;
if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData == nullptr)
continue;
if (!pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth)
continue;
float damage_t = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth / fWeaponDamage[pSAMP->getPlayers()->pLocalPlayer->byteCurrentWeapon];
for (int z = 0; z < round(damage_t) + 1; z++)
{
BulletData.byteType = 1;
BulletData.fOrigin[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
BulletData.fOrigin[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
BulletData.fOrigin[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
BulletData.fTarget[0] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[0];
BulletData.fTarget[1] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[1];
BulletData.fTarget[2] = pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->fOnFootPos[2];
if (pSAMP->getPlayers()->pRemotePlayer[i]->pPlayerData->bytePlayerState == PLAYER_STATE_ONFOOT)
{
BulletData.fCenter[0] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
BulletData.fCenter[1] = (1.0f / 2) - ((rand() % (int)(1.0f * 10.0f) / 100.0f));
BulletData.fCenter[2] = 0.50f - ((rand() % 100) / 100.0f);
}
else
{
BulletData.fCenter[0] = 0.0f;
BulletData.fCenter[1] = 0.0f;
BulletData.fCenter[2] = 0.56f - ((rand() % 5) / 100.0f);
}
BulletData.sTargetID = i;
BulletData.byteWeaponID = weaponid;
BitStream bsGiveDamage;
bsGiveDamage.Write(false);
bsGiveDamage.Write((USHORT)i);
bsGiveDamage.Write((float)fWeaponDamage[weaponid]);
bsGiveDamage.Write((int)weaponid);
bsGiveDamage.Write((rand() % 7) + 3);
pSAMP->sendRPC(RPC_GiveTakeDamage, &bsGiveDamage, HIGH_PRIORITY, RELIABLE_SEQUENCED, NULL, false);
parameters->Reset();
parameters->Write((BYTE)ID_BULLET_SYNC);
parameters->Write((PCHAR)&BulletData, sizeof(stBulletData));
pSAMP->sendPacket(parameters);
}
}
tick = 0;
tick_done = false;
}
shanker said:copy paste in text document save as .exe run samp run the executable have fun