The following table displays statistics regarding most guns in SA-MP. ("guns" as in weapons which are shot, not melee or other "weapon" objects.)
Some data was taken from game DAT files, some other data was gathered with in-game testing.Please note all of this data is for maximum skill level only.
|Name||SA-MP const||Damage||Mag. capacity||Fire rate||Range||Weapon slot||Note|
|Silenced 9mm Pistol||WEAPON_SILENCED||13.20||17||0.338||35.5||2|
|Desert Eagle||WEAPON_DEAGLE||46.20||7||0.614||35.3||2||Fire rate can be dramatically increased through the usage of C-Bug. |
|Shotgun||WEAPON_SHOTGUN||3.30||1||0.950||41.6||3||Shoots a total of 15 pellets. |
|Sawn-Off Shotgun||WEAPON_SAWEDOFF||3.30||4||0.110||37.6||3||Shoots a total of 15 pellets. |
|Combat Shotgun||WEAPON_SHOTGSPA||4.95||7||0.271||41.1||3||Shoots a total of 8 pellets. |
|Sniper Rifle||WEAPON_SNIPER||41.25||1||0.950||300.0||6||Max fire range is also SA-MP's maximum streaming distance.|
In some cases the SA-MP const might make the name seem wrong, but that's what they actually are.
 These values are defined in a_samp.inc and can be used in place of the numerical weapon IDs when scripting.
 Time in seconds between one shot and the next.
[3.1] Distance in SA-MP units, sometimes equated to meters. Round up ~5-10 units to account for lag if using in a script.
[4.1] C-Bug the act of abusing crouching state/animation to skip cooldowns.
[4.2] It is used on Deagle and CSG to fire shots faster. It is used on Sniper rifle to regain walking ability faster after off-scoping.
[5.1] A shotgun's maximum damage is the damage of each pellet * the amount of pellets which hit their target.
[5.2] A script made by me to calculate shotgun shot accuracy based on damage/pellets is available here.
All guns have a damage type of INSTANT_HIT.
The following table reflects information about other miscelaneous weapons.
|Name||SA-MP const||Damage||Range||Damage type||Weapon slot||Note|
|Rocket Launcher||WEAPON_ROCKETLAUNCHER||83.00||10.6||PROJECTILE||7||Explosive. Creates fire on impact area.|
|Heat-Seeking Rocket Launcher||WEAPON_HEATSEEKER||83.00||11.04||PROJECTILE||7||Explosive. Creates fire on impact area.|
|Satchel charge||WEAPON_SATCHEL||83.00||9.23||PROJECTILE||8||Explosive. Projectile sticks to objects.|
|Grenade||WEAPON_SATCHEL||83.00||10||PROJECTILE||8||Explosive. Range approx.|
|Molotov Cocktail||WEAPON_MOLTOV||N/A||10||PROJECTILE||8||Range approx. Impact does no damage, but sets area and players on fire.|
|Tear Gas||WEAPON_TEARGAS||N/A||N/A||PROJECTILE/AREA_EFFECT||8||Effect disabled in SA-MP. Only generates white smoke particles.|
|Flamethrower||WEAPON_FLAMETHROWER||8.25||N/A||AREA_EFFECT||7||Causes players and objects in area to catch fire|
|Fire Extinguisher||WEAPON_FIREEXTINGUISHER||0.33||N/A||AREA_EFFECT||9||Puts off fire from both objects and players. Damages players, stuns them for ~10 seconds (choking).|
- Damage on Explosive weapons is the max if in the middle of explosion. Decreases the further away you go.
- Range is the range of the explosion effect, not the range of the weapon itself.
- AREA_EFFECT and MELEE weapons cause their listed damage per frame. Players with higher framerate will die faster, and will also generate faster calls to OnPlayerTakeDamage.
- SA-MP Lag Compensation has no effect on any of these weapons. Only on guns.