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Nexius edited this page Dec 16, 2023 · 12 revisions

BulletSync (packetid: 206)

Destination:
Incoming/Outgoing

Description:
Called when a player fires a shot from a weapon (only bullet weapons are supported).

Important note:
It won't be called if you fired in vehicle as driver or if you are looking behind with the aim enabled (shooting in air).

Parameters (for incoming packet):

Value type Parameter Short description
PR_UINT8 packetId The ID of the packet
PR_UINT8 hitType The type of thing the shot hit
PR_UINT16 hitId The ID of the player, vehicle or object that was hit
PR_FLOAT3 origin The position of where the bullet originated from on the X, Y and Z axes
PR_FLOAT3 hitPos The position of where the bullet hit on the X, Y and Z axes
PR_FLOAT3 offsets The offsets at which the shot hit on the X, Y and Z axes (relative to the hitId)
PR_UINT8 weaponId The ID of the weapon shot by the player

Related SA-MP callbacks:

  • OnPlayerWeaponShot (some missed parameters can be obtained using GetPlayerLastShotVectors)

Example (as incoming packet):

const BULLET_SYNC = 206;

IPacket:BULLET_SYNC(playerid, BitStream:bs)
{
    new bulletData[PR_BulletSync];

    BS_IgnoreBits(bs, 8);
    BS_ReadBulletSync(bs, bulletData);

    //Anything you want to see here

    return 1;
}