OKStyle
| Дата: Среда, 04/08/2010, 09:10 | Сообщение # 1 |
Analgésico
Регистрация: 17/01/2009 |
Клан: | [ACF] |
Статус: | |
| Код //a_angles.inc //Geometric angle functions //Created by: //Tannz0rz
#if defined _a_angles_included #endinput #endif #define _a_angles_included
#include <a_samp>
stock IsPlayerBehindPlayer(playerid, targetid, Float:dOffset) {
new Float:pa, Float:ta;
if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0; GetPlayerFacingAngle(playerid, pa); GetPlayerFacingAngle(targetid, ta); if(AngleInRangeOfAngle(pa, ta, dOffset) && IsPlayerFacingPlayer(playerid, targetid, dOffset)) return true;
return false;
}
stock SetPlayerToFacePlayer(playerid, targetid) {
new Float:pX, Float:pY, Float:pZ, Float:X, Float:Y, Float:Z, Float:ang;
if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0;
GetPlayerPos(targetid, X, Y, Z); GetPlayerPos(playerid, pX, pY, pZ);
if( Y > pY ) ang = (-acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0); else if( Y < pY && X < pX ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 450.0); else if( Y < pY ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);
if(X > pX) ang = (floatabs(floatabs(ang) + 180.0)); else ang = (floatabs(ang) - 180.0); SetPlayerFacingAngle(playerid, ang);
return 0;
}
stock IsPlayerFacingPlayer(playerid, targetid, Float:dOffset) {
new Float:pX, Float:pY, Float:pZ, Float:pA, Float:X, Float:Y, Float:Z, Float:ang;
if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0;
GetPlayerPos(targetid, pX, pY, pZ); GetPlayerPos(playerid, X, Y, Z); GetPlayerFacingAngle(playerid, pA);
if( Y > pY ) ang = (-acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0); else if( Y < pY && X < pX ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 450.0); else if( Y < pY ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);
if(AngleInRangeOfAngle(-ang, pA, dOffset)) return true;
return false;
}
stock AngleInRangeOfAngle(Float:a1, Float:a2, Float:range) {
a1 -= a2; if((a1 < range) && (a1 > -range)) return true;
return false;
}
Автор: Tannz0rz.
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