Credits: pastebin -> TKNI
Code:
if (RapidFire)
{
if (GAMEPLAY::GET_GAME_TIMER() > RapidFireDelay)
{
Hash weaponHash;
int Handle = PLAYER::PLAYER_PED_ID();
WEAPON::GET_CURRENT_PED_WEAPON(Handle, &weaponHash, 0);
if (PED::IS_PED_ON_FOOT(Handle) && CONTROLS::IS_CONTROL_PRESSED(0, Button_R2))
{
float Distance = 200;
float Pitch = CAM::GET_GAMEPLAY_CAM_RELATIVE_PITCH();
Vector3 Start = ENTITY::_0x7C6339DF(PLAYER::PLAYER_PED_ID(), PED::GET_PED_BONE_INDEX(PLAYER::PLAYER_PED_ID(), 28422));
Vector3 RelativePos;
RelativePos.x = 0.0f;
RelativePos.y = Distance;
RelativePos.z = GAMEPLAY::TAN(Pitch) * RelativePos.y;
Vector3 End = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER::PLAYER_PED_ID(), RelativePos.x, RelativePos.y, RelativePos.z);
int launchDistance = 250;
float launchSpeed = 500.0f;
GAMEPLAY::SHOOT_SINGLE_BULLET_BETWEEN_COORDS(Start.x, Start.y, Start.z, End.x, End.y, End.z, launchDistance, 0, weaponHash, PLAYER::PLAYER_PED_ID(), 1, 1, launchSpeed);
RapidFireDelay = GAMEPLAY::GET_GAME_TIMER() + 10;
}
}
}
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