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WeaponsUpdate
Nexius edited this page Aug 14, 2021
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18 revisions
Destination:
Incoming/Outgoing
Description:
Called only when a player actually updates his weapon/ammo in any of the slots (including the one in which the player is holding a weapon).
Parameters (for incoming packet):
Value type | Parameter | Short description |
---|---|---|
PR_UINT8 |
packetId | The ID of the packet |
PR_UINT16 |
targetId | The ID of a player which is aimed by the player |
PR_UINT16 |
targetActorId | The ID of an actor which is aimed by the player |
PR_UINT8 |
slotId | The weapon slot to get data for |
PR_UINT8 |
slotWeaponId | The weapon ID in the specified slot |
PR_UINT16 |
slotWeaponAmmo | The ammo in the specified slot |
Note:
slotId
, slotWeaponId
and slotWeaponAmmo
are duplicated 13 times (by the number of weapon slots), with slotId
value from 0 to 12.
Related SA-MP callbacks:
- None (but the data can be received indefinitely using GetPlayerWeaponData, GetPlayerTargetPlayer and GetPlayerTargetActor)
Example (as incoming packet):
const WEAPONS_UPDATE_SYNC = 204;
IPacket:WEAPONS_UPDATE_SYNC(playerid, BitStream:bs)
{
new weaponsUpdate[PR_WeaponsUpdate];
BS_IgnoreBits(bs, 8);
BS_ReadWeaponsUpdate(bs, weaponsUpdate);
//Anything you want to see here
return 1;
}
- Refer to BrunoBM16's RPC and Packet lists