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PassengerSync
Nexius edited this page Aug 14, 2021
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7 revisions
Destination:
Incoming/Outgoing
Description:
Called every time a player updates his state in vehicle as a passenger.
Parameters (for incoming packet):
Value type | Parameter | Short description |
---|---|---|
PR_UINT8 |
packetId | The ID of the packet |
PR_UINT16 |
vehicleId | The ID of the vehicle synced by the passenger |
PR_BITS (2) |
driveBy | 0 if the passenger is not in drive-by mode, otherwise 1 |
PR_BITS (6) |
seatId | The ID of the passenger seat of the player (1 is the front passenger and 2 & 3 are the rear passengers) |
PR_BITS (2) |
additionalKey | Additional key a passenger is pressing |
PR_BITS (6) |
weaponId | The ID of the weapon a passenger is currently holding |
PR_UINT8 |
playerHealth | The health of a passenger |
PR_UINT8 |
playerArmour | The armour of a passenger |
PR_UINT16 |
lrKey | Left/right key state (if the current key is a left arrow, lrKey equals KEY_LEFT, otherwise KEY_RIGHT. 0 if none of the cases) |
PR_UINT16 |
udKey | Up/down key state (if the current key is an up arrow, udKey equals KEY_UP, otherwise KEY_DOWN. 0 if none of the cases) |
PR_UINT16 |
keys | Keys (bitmask) a passenger is pressing |
PR_FLOAT3 |
position | The position of the vehicle on the X, Y and Z axes |
Related SA-MP callbacks:
- OnPlayerUpdate (when player state is PLAYER_STATE_PASSENGER)
Example (as incoming packet):
const PASSENGER_SYNC = 211;
IPacket:PASSENGER_SYNC(playerid, BitStream:bs)
{
new passengerData[PR_PassengerSync];
BS_IgnoreBits(bs, 8);
BS_ReadPassengerSync(bs, passengerData);
//Anything you want to see here
return 1;
}
- Refer to BrunoBM16's RPC and Packet lists