stRemotePlayer * pPlayer = g_SAMP -> pPools -> pPlayer -> pRemotePlayer [ player_target ] ; for ( int i = 0 ; weapon_list [ i ] . name != nullptr ; i ++ ) { const struct weapon_entry * weapon = & weapon_list [ i ] ; if ( weapon -> id == pPlayer -> pPlayerData -> onFootData . byteCurrentWeapon ) { sprintf ( buf , "weapon: %s" , weapon -> name ) ; } }