[Include] Anti-MGB(stops a dangerous cleo mod)
#2

Trying to check "weaponid" as 0 won't be working. AFAIK, weaponid 0 doesn't get called. Secondly, usage of pVars here are not necessary. You could use static arrays to store data than using pVars. Weapons like assault rifles or sub-machine guns can get fired in less than a second. "GetTickCount" would have been always better than "gettime" as it returns milliseconds passed by. Only the first part of the include seems to be like the one which you've specified, the other seems like it's rapid firing. For rapid fires, there's an include already released by me :
https://sampforum.blast.hk/showthread.php?tid=496637

However, you can get things released better than it. Lastly, I've seen that the callback isn't hooked. You've used the defines of hooking, but it hasn't been implemented on that callback too.
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Messages In This Thread
Anti-MGB(stops a dangerous cleo mod) - by r3ct - 10.03.2014, 22:40
Re: Anti-MGB(stops a dangerous cleo mod) - by Lordzy - 11.03.2014, 03:07
Re: Anti-MGB(stops a dangerous cleo mod) - by r3ct - 11.03.2014, 03:47
Re: Anti-MGB(stops a dangerous cleo mod) - by Lordzy - 11.03.2014, 04:17
Re: Anti-MGB(stops a dangerous cleo mod) - by Vince - 11.03.2014, 07:58
Re: Anti-MGB(stops a dangerous cleo mod) - by r3ct - 11.03.2014, 09:31
Re: Anti-MGB(stops a dangerous cleo mod) - by r3ct - 11.03.2014, 09:36
Re: Anti-MGB(stops a dangerous cleo mod) - by iZN - 11.03.2014, 15:00
Re: Anti-MGB(stops a dangerous cleo mod) - by Pottus - 11.03.2014, 16:09

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