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/*
Body Part Detection - Detect a player\'ss body part
By Seif
*/
/*x---------------------------------Important-------------------------------------x*/
//**INCLUDES**//
#include <a_samp>
/*x---------------------------------Defining-------------------------------------x*/
#define MAX_DISTANCE_UNIT 100.0 // maximum distance a player can shoot from
//**BODY PARTS**//
#define BODY_PART_HEAD 1
#define BODY_PART_TORSO 2
#define BODY_PART_LEGS 3
/*x---------------------------------CallBacks-------------------------------------x*/
/*
---[isPlayerAimingBodyPart]---
»playerid: the player
»bodypart: the body part you want to check
*Return: 1 if true, 0 if false
*-------------------------------------------------------------------*
| Checks if the player is aiming at any player\'s certain body part. |
*-------------------------------------------------------------------*
*/
stock IsPlayerAimingBodyPart(playerid, bodypart)
{
// Get the camera\'s positions
new Float:x, Float:y, Float:z;
new Float:vx, Float:vy, Float:vz;
new Float:cx, Float:cy, Float:cz;
GetPlayerCameraFrontVector(playerid, vx, vy, vz);
GetPlayerCameraPos(playerid, cx, cy, cz);
// Check if the player is aiming in a certain distance
for(new Float:d; d < MAX_DISTANCE_UNIT; d += 1.5)
{
x = vx*d+cx;
y = vy*d+cy;
z = vz*d+cz;
new Float:dist = floatsqroot((x-cx)*(x-cx)+(y-cy)*(y-cy));
new Float:offset;
switch (GetPlayerWeapon(playerid))
{
case 24, 29, 22, 23, 25, 26, 27, 28, 32: offset = 1.1122047500310059125919013005129;
case 30, 31: offset = 1.07867820613690007867820613690008;
case 33, 34: offset = 1.0;
}
new Float:height;
if (z > cz) height = z-cz;
else height = cz-z;
offset *= dist;
height /= dist;
new Float:part;
if (bodypart == BODY_PART_HEAD) part = -0.4;
else if (bodypart == BODY_PART_TORSO) part = 0.3;
else if (bodypart == BODY_PART_LEGS) part = 1.0;
z = z+offset-height+part;
for(new i, m = GetMaxPlayers(); i < m; i++)
{
if (!IsPlayerConnected(i)) continue;
if (playerid == i) continue;
if (IsPlayerInRangeOfPoint(i, 1.5, x, y, z-1.5)) return 1;
}
}
return 0;
}
/*
---[isPlayerAimingTargetBodyPart]---
»playerid: the player
»targetid: the target
»bodypart: the body part you want to check
*Return: 1 if true, 0 if false
*-------------------------------------------------------------------*
| Checks if the player is aiming at target\'s specific body part. |
*-------------------------------------------------------------------*
*/
stock IsPlayerAimingTargetBodyPart(playerid, targetid, bodypart)
{
// Get the camera\'s positions
new Float:x, Float:y, Float:z;
new Float:vx, Float:vy, Float:vz;
new Float:cx, Float:cy, Float:cz;
GetPlayerCameraFrontVector(playerid, vx, vy, vz);
GetPlayerCameraPos(playerid, cx, cy, cz);
// Check if the player is aiming in a certain distance
new Float:px, Float:py, Float:pz;
GetPlayerPos(targetid, px, py, pz);
new Float:dist = floatsqroot(((cx-px)*(cx-px)) + ((cy-py)*(cy-py)) + ((cz-pz)*(cz-pz)));
x = vx*dist+cx;
y = vy*dist+cy;
z = vz*dist+cz;
new Float:offset;
switch (GetPlayerWeapon(playerid))
{
case 24, 29, 22, 23, 25, 26, 27, 28, 32: offset = 0.1122047500310059125919013005129;
case 30, 31: offset = 0.07867820613690007867820613690008;
case 33, 34: offset = 0.0;
}
new Float:height;
if (z > cz) height = z-cz;
else height = cz-z;
offset *= dist;
height /= dist;
new Float:part;
if (bodypart == BODY_PART_HEAD) part = -0.4;
else if (bodypart == BODY_PART_TORSO) part = 0.3;
else if (bodypart == BODY_PART_LEGS) part = 1.0;
z = z+offset-height+part;
if (IsPlayerInRangeOfPoint(targetid, 0.5, x, y, z-0.5)) return 1;
return 0;
}