Various weapon fixes and some change on vehicle sync
This commit is contained in:
@ -25,24 +25,13 @@ namespace RageCoop.Client
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}, ConnectionChannel.SyncEvents, NetDeliveryMethod.ReliableOrdered);
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}
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public static void TriggerBulletShot(uint hash, SyncedPed owner, Vector3 impactPosition)
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public static void TriggerBulletShot(SyncedPed owner, Vector3 impactPosition)
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{
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// Main.Logger.Trace($"bullet shot:{(WeaponHash)hash}");
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var hash = (uint)owner.MainPed.VehicleWeapon;
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if (hash == (uint)VehicleWeaponHash.Invalid)
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hash = (uint)owner.MainPed.Weapons.Current.Hash;
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var start = owner.MainPed.GetMuzzlePosition();
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if (start.DistanceTo(impactPosition) > 10)
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// Reduce latency
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start = impactPosition - (impactPosition - start).Normalized * 10;
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Networking.SendBullet(start, impactPosition, hash, owner.ID);
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}
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public static void TriggerVehBulletShot(uint hash, Vehicle veh, SyncedPed owner)
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{
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int i;
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if ((i = veh.GetMuzzleIndex(owner.MainPed.VehicleWeapon)) != -1)
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Networking.SendVehicleBullet(hash, owner, veh.Bones[i]);
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else
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Main.Logger.Warning($"Failed to get muzzle info for vehicle:{veh.DisplayName}");
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Networking.SendBullet(owner.ID, hash, impactPosition);
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}
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public static void TriggerNozzleTransform(int vehID, bool hover)
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@ -67,7 +56,7 @@ namespace RageCoop.Client
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var v = EntityPool.GetVehicleByID(p.ID);
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if (v == null) return;
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v.OwnerID = p.NewOwnerID;
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v.LastSynced = Main.Ticked;
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v.SetLastSynced(true);
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v.Position = v.MainVehicle.Position;
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v.Quaternion = v.MainVehicle.Quaternion;
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}
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@ -77,42 +66,38 @@ namespace RageCoop.Client
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EntityPool.GetVehicleByID(p.VehicleID)?.MainVehicle?.SetNozzleAngel(p.Hover ? 1 : 0);
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}
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private static void HandleBulletShot(Vector3 start, Vector3 end, uint weaponHash, int ownerID)
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private static void HandleBulletShot(int ownerID, uint weaponHash, Vector3 end)
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{
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var p = EntityPool.GetPedByID(ownerID)?.MainPed;
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var c = EntityPool.GetPedByID(ownerID);
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var p = c?.MainPed;
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if (p == null)
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{
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p = Game.Player.Character;
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Main.Logger.Warning("Failed to find owner for bullet");
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return;
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// p = Game.Player.Character;
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// Main.Logger.Warning("Failed to find owner for bullet");
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}
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var damage = (int)p.GetWeaponDamage(weaponHash);
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// Some weapon hash has some firing issue, so we need to replace it with known good ones
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weaponHash = WeaponUtil.GetWeaponFix(weaponHash);
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// Request asset for muzzle flash
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if (!CorePFXAsset.IsLoaded) CorePFXAsset.Request();
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// Request asset for materialising the bullet
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var asset = new WeaponAsset(weaponHash);
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if (!asset.IsLoaded) asset.Request();
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World.ShootBullet(start, end, p, asset, damage);
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Prop w;
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var turret = false;
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if (((w = p.Weapons.CurrentWeaponObject) != null && p.VehicleWeapon == VehicleWeaponHash.Invalid) ||
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(turret = p.IsOnTurretSeat()))
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World.CreateParticleEffectNonLooped(CorePFXAsset,
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p.Weapons.Current.Components.GetSuppressorComponent().Active
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? "muz_pistol_silencer"
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: ((WeaponHash)weaponHash).GetFlashFX(turret), p.GetMuzzlePosition(),
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turret ? p.CurrentVehicle.GetMuzzleBone(p.VehicleWeapon).GetRotation() : w.Rotation);
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}
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public static void HandleVehicleBulletShot(Packets.VehicleBulletShot p)
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{
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HandleBulletShot(p.StartPosition, p.EndPosition, p.WeaponHash, p.OwnerID);
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var v = EntityPool.GetPedByID(p.OwnerID)?.MainPed.CurrentVehicle;
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if (v == null) return;
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var b = v.Bones[p.Bone];
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bool isVeh = p.VehicleWeapon != VehicleWeaponHash.Invalid;
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var bone = c.GetMuzzleBone(isVeh);
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World.ShootBullet(bone.Position, end, p, asset, damage);
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World.CreateParticleEffectNonLooped(CorePFXAsset,
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((WeaponHash)p.WeaponHash).GetFlashFX(true),
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b.Position, b.GetRotation());
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!isVeh && p.Weapons.Current.Components.GetSuppressorComponent().Active
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? "muz_pistol_silencer"
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: ((WeaponHash)weaponHash).GetFlashFX(isVeh), bone.Position, isVeh ? bone.GetRotation() : bone.Owner.Rotation);
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}
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public static void HandleEvent(PacketType type, NetIncomingMessage msg)
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@ -120,31 +105,26 @@ namespace RageCoop.Client
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switch (type)
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{
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case PacketType.BulletShot:
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{
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var p = msg.GetPacket<Packets.BulletShot>();
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HandleBulletShot(p.StartPosition, p.EndPosition, p.WeaponHash, p.OwnerID);
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break;
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}
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case PacketType.VehicleBulletShot:
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{
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HandleVehicleBulletShot(msg.GetPacket<Packets.VehicleBulletShot>());
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break;
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}
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{
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var p = msg.GetPacket<Packets.BulletShot>();
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HandleBulletShot(p.OwnerID, p.WeaponHash, p.EndPosition);
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break;
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}
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case PacketType.OwnerChanged:
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{
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HandleOwnerChanged(msg.GetPacket<Packets.OwnerChanged>());
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}
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{
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HandleOwnerChanged(msg.GetPacket<Packets.OwnerChanged>());
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}
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break;
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case PacketType.PedKilled:
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{
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HandlePedKilled(msg.GetPacket<Packets.PedKilled>());
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}
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{
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HandlePedKilled(msg.GetPacket<Packets.PedKilled>());
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}
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break;
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case PacketType.NozzleTransform:
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{
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HandleNozzleTransform(msg.GetPacket<Packets.NozzleTransform>());
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break;
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}
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{
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HandleNozzleTransform(msg.GetPacket<Packets.NozzleTransform>());
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break;
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}
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}
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Networking.Peer.Recycle(msg);
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@ -159,55 +139,42 @@ namespace RageCoop.Client
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var subject = c.MainPed;
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// Check bullets
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if (subject.IsShooting)
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if (subject.IsShooting && !subject.IsUsingProjectileWeapon())
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{
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if (!subject.IsUsingProjectileWeapon())
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var i = 0;
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// Some weapon is not instant hit, so we may need to wait a few ticks to get the impact position
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bool getBulletImpact()
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{
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var i = 0;
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Func<bool> getBulletImpact = () =>
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var endPos = subject.LastWeaponImpactPosition;
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// Impact found
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if (endPos != default)
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{
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var endPos = subject.LastWeaponImpactPosition;
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if (endPos == default)
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{
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if (++i <= 5) return false;
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endPos = subject.GetAimCoord();
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if (subject.IsInVehicle() && subject.VehicleWeapon != VehicleWeaponHash.Invalid)
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{
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if (subject.IsOnTurretSeat())
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TriggerBulletShot((uint)subject.VehicleWeapon, c, endPos);
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else
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TriggerVehBulletShot((uint)subject.VehicleWeapon, subject.CurrentVehicle, c);
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}
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else
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{
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TriggerBulletShot((uint)subject.Weapons.Current.Hash, c, endPos);
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}
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return true;
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}
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if (subject.IsInVehicle() && subject.VehicleWeapon != VehicleWeaponHash.Invalid)
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{
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if (subject.IsOnTurretSeat())
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TriggerBulletShot((uint)subject.VehicleWeapon, c, endPos);
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else
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TriggerVehBulletShot((uint)subject.VehicleWeapon, subject.CurrentVehicle, c);
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}
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else
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{
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TriggerBulletShot((uint)subject.Weapons.Current.Hash, c, endPos);
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}
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TriggerBulletShot(c, endPos);
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return true;
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};
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}
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// Not found, but it's shot from a vehicle
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if (subject.VehicleWeapon != VehicleWeaponHash.Invalid)
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{
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var b = c.GetMuzzleBone(true);
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TriggerBulletShot(c, b.Position + b.ForwardVector * 200);
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return true;
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}
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// Get impact in next tick
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if (++i <= 5) return false;
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// Exceeded maximum wait of 5 ticks, return (inaccurate) aim coordinate
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endPos = subject.GetAimCoord();
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TriggerBulletShot(c, endPos);
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return true;
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if (!getBulletImpact()) API.QueueAction(getBulletImpact);
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}
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else if (subject.VehicleWeapon == VehicleWeaponHash.Tank && subject.LastWeaponImpactPosition != default)
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{
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TriggerBulletShot((uint)VehicleWeaponHash.Tank, c, subject.LastWeaponImpactPosition);
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}
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if (!getBulletImpact()) API.QueueAction(getBulletImpact);
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}
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}
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