void BulletData(int i)
{
stRemotePlayer *pPlayer = SF->getSAMP()->getPlayers()->pRemotePlayer[ i ];
if(!pPlayer) return;
stBulletData sync;
ZeroMemory(&sync, sizeof(stBulletData));
sync.sTargetID = i;
sync.fOrigin[0] = PEDSELF->GetPosition()->fX;
sync.fOrigin[1] = PEDSELF->GetPosition()->fY;
sync.fOrigin[2] = PEDSELF->GetPosition()->fZ;
sync.fTarget[0] = pPlayer->pPlayerData->fOnFootPos[0];
sync.fTarget[1] = pPlayer->pPlayerData->fOnFootPos[1];
sync.fTarget[2] = pPlayer->pPlayerData->fOnFootPos[2];
sync.fCenter[0] = 0.0;
sync.fCenter[1] = 0.0;
sync.fCenter[2] = 0.5;
sync.byteWeaponID = SF->getSAMP()->getPlayers()->pLocalPlayer->byteCurrentWeapon;
sync.byteType = 1;
BitStream BulletSync;
BulletSync.Write((BYTE)PacketEnumeration::ID_BULLET_SYNC);
BulletSync.Write( ( PCHAR ) &sync, sizeof( stBulletData ) );
SF->getRakNet()->SendPacket( &BulletSync );
}