GetPlayerAmmo @ OnPlayerWeaponShot - Printable Version
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+--- Thread: GetPlayerAmmo @ OnPlayerWeaponShot (
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GetPlayerAmmo @ OnPlayerWeaponShot -
ikey07 - 07.02.2015
Could someone confirm or dismiss this bug I get.
Strangely it happens only with Mp5, when you shot many times in a row, it gets the same amount of bullets twice.
When you shot like 1 bullet per second its fine.
[ame]http://www.youtube.com/watch?v=kTCvb02nEdE[/ame]
And this is by disabling servers AC, it gets twice the same bullet and then goes lower by 2 bullets.
This is the code I use
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
new string[128];
format(string,sizeof(string), "WeaponID: %d Ammo: %d",weaponid,GetPlayerAmmo(playerid));
SendClientMessage(playerid,-1,string);
return 1;
}
Re: GetPlayerAmmo @ OnPlayerWeaponShot -
Abagail - 07.02.2015
That's because the bullets / ammunition is fired before the server can update the data. This is the only weapon allowing such a fast shooting issue.
Re: GetPlayerAmmo @ OnPlayerWeaponShot -
Hanger - 07.02.2015
Pair the if statement with an animation index and tick count. I found some framework months ago for the full list of tick counts, I think it was on either southclaw's or someone elses github..
#If servervar < GetPlayerAmmo && animationindex == shooting anim && (gettime - lastshot) < patched tick
-- servervar = getplayerammo;
Re: GetPlayerAmmo @ OnPlayerWeaponShot -
Kar - 07.02.2015
Confirmed yes.