OnPlayerWeaponShot

OnPlayerWeaponShot

Description:
Callback OnPlayerWeaponShot is called when a player fires a shot from a weapon. Only bullet weapons are supported. Only passenger drive-by is supported (not driver drive-by, and not sea sparrow / hunter shots).

Known Bug(s):

  • Isn't called if you fired in vehicle as driver or if you are looking behind with the aim enabled (shooting in air).
  • It is called as BULLET_HIT_TYPE_VEHICLE with the correct hitid (the hit player's vehicleid) if you are shooting a player which is in a vehicle. It won't be called as BULLET_HIT_TYPE_PLAYER at all.
  • Partially fixed in SA-MP 0.3.7: If fake weapon data is sent by a malicious user, other player clients may freeze or crash. To combat this, check if the reported weaponid can actually fire bullets.
Callback OnPlayerWeaponShot was added in 0.3z and will not work in earlier versions!
  • Callback OnPlayerWeaponShot is only called when lag compensation is enabled.
  • If hittype is:
    • BULLET_HIT_TYPE_NONE: the fX, fY and fZ parameters are normal coordinates, will give 0.0 for coordinates if nothing was hit (e.g. far object that the bullet can't reach);
    • Others: the fX, fY and fZ are offsets relative to the hitid.
GetPlayerLastShotVectors can be used in this callback for more detailed bullet vector information.


Parameters:
(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
int playerid The ID of the player that shot a weapon.
int weaponid The ID of the weapon shot by the player.
int hittype The type of thing the shot hit (none, player, vehicle, or (player)object).
int hitid The ID of the player, vehicle or object that was hit.
float fX The X coordinate that the shot hit.
float fY The Y coordinate that the shot hit.
float fZ The Z coordinate that the shot hit.


Return Values:
  • 0 - Prevent the bullet from causing damage.
  • 1 - Allow the bullet to cause damage.
  • It is always called first in filterscripts so returning 0 there also blocks other scripts from seeing it.


Examples:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
    new szString[144];
    format(szString, sizeof(szString), "Weapon %i fired. hittype: %i   hitid: %i   pos: %f, %f, %f", weaponid, hittype, hitid, fX, fY, fZ);
    SendClientMessage(playerid, -1, szString);
    return 1;
}


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