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39 changes: 19 additions & 20 deletions MISC/ShootSingleBulletBetweenCoordsIgnoreEntityNew.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,32 +6,31 @@ aliases: ["0xBFE5756E7407064A","_SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_P

```c
// 0xBFE5756E7407064A 0xCCDC33CC
void SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity, BOOL p14, BOOL p15, BOOL p16, BOOL p17);
void SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL pureAccuracy, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity, BOOL p14, BOOL p15, BOOL p16, BOOL p17, Any p18, Any p19, Any p20);

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Remove these parameters you added , Any p18, Any p19, Any p20, but keep pureAccuracy.

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You can add that p13 (entity) can be set to false to ignore entity.

p14 -> BOOL to force to create a new projectile object.
p15 -> BOOL if it disable or not the player cover start adjustement.
p16 -> the target entity index.
p17 -> BOOL not sure what it does.
p18 -> BOOL to freeze or not the projectile waiting to hit collision. False by default.
p19 ->BOOL collision to ignore collision with entity. False by default,
p20 -> BOOL collision to ignore collision until the projectile leaves the BoundingBox of the given IgnoreEntity

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p14 = bool bForceCreateNewProjectileObject
p15 = bool bDisablePlayerCoverStartAdjustment
p16 = Entity targetEntity
p17 = bool bDoDeadCheck
p18 = bool bFreezeProjectileWaitingOnCollision
p19 = bool bSetIgnoreCollisionEntity
p20 = bool bIgnoreCollisionResetNoBB

would be the correct types and names

```

```
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20
```
Comment on lines -12 to -16

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Add this back in 🙂

Shoots a bullet from the first vector to the second vector. The weapon used as weaponHash should already be loaded via REQUEST_WEAPON_ASSET, otherwise the bullet may fail to materialise.

## Parameters
* **x1**:
* **y1**:
* **z1**:
* **x2**:
* **y2**:
* **z2**:
* **damage**:
* **p7**:
* **weaponHash**:
* **ownerPed**:
* **isAudible**:
* **isInvisible**:
* **speed**:
* **entity**:
* **x1**: The X coordinate to start the shot at.
* **y1**: The Y coordinate to start the shot at.
* **z1**: The Z coordinate to start the shot at.
* **x2**: The X coordinate the shot should end up at.
* **y2**: The Y coordinate the shot should end up at.
* **z2**: The Z coordinate the shot should end up at.
* **damage**: The amount of damage the bullet carries.
* **pureAccuracy**: Whether the bullet should have pinpoint accuracy.
* **weaponHash**: Hash of the weapon the bullet is used as ammunition for.
* **ownerPed**: Owner of the bullet, e.g. if the bullet kills someone the kill feed shows 'X was shot by ownerPed.'
* **isAudible**: Whether the bullet should be audible. Optional, defaults to true
* **isInvisible**: Whether the bullet should be invisible. Optional, defaults to false
* **speed**: Speed the bullet should fly at. Optional
* **entity**: Entity to ignore.
Comment on lines +15 to +28

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This is nice to have.

* **p14**:
* **p15**:
* **p16**:
* **p17**:
* **p18**:
* **p19**:
* **p20**:
Comment on lines +33 to +35

@4mmonium 4mmonium Oct 10, 2023

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Can't add new parameters at the time being, so I would remove this.